<!doctype html>
<html>
<head>
<meta charset="UTF-8">
<title>合成웅둥이</title>
</head>

<body>
window.__require = function e(t, n, o) {<br>
function c(i, r) {<br>
if (!n[i]) {<br>
if (!t[i]) {<br>
var s = i.split(&quot;/&quot;);<br>
if (s = s[s.length - 1],<br>
!t[s]) {<br>
var l = &quot;function&quot; == typeof __require &amp;&amp; __require;<br>
if (!r &amp;&amp; l)<br>
return l(s, !0);<br>
if (a)<br>
return a(s, !0);<br>
throw new Error(&quot;Cannot find module '&quot; + i + &quot;'&quot;)<br>
}<br>
}<br>
var u = n[i] = {<br>
exports: {}<br>
};<br>
t[i][0].call(u.exports, function(e) {<br>
return c(t[i][1][e] || e)<br>
}, u, u.exports, e, t, n, o)<br>
}<br>
return n[i].exports<br>
}<br>
for (var a = &quot;function&quot; == typeof __require &amp;&amp; __require, i = 0; i &lt; o.length; i++)<br>
c(o[i]);<br>
return c<br>
}({<br>
AddScore: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
cc._RF.push(t, &quot;68076EFnW1JeZUzdnbOOKNr&quot;, &quot;AddScore&quot;);<br>
var o = this &amp;&amp; this.__extends || function() {<br>
var e = function(t, n) {<br>
return (e = Object.setPrototypeOf || {<br>
__proto__: []<br>
}instanceof Array &amp;&amp; function(e, t) {<br>
e.__proto__ = t<br>
}<br>
|| function(e, t) {<br>
for (var n in t)<br>
t.hasOwnProperty(n) &amp;&amp; (e[n] = t[n])<br>
}<br>
)(t, n)<br>
};<br>
return function(t, n) {<br>
function o() {<br>
this.constructor = t<br>
}<br>
e(t, n),<br>
t.prototype = null === n ? Object.create(n) : (o.prototype = n.prototype,<br>
new o)<br>
}<br>
}()<br>
, c = this &amp;&amp; this.__decorate || function(e, t, n, o) {<br>
var c, a = arguments.length, i = a &lt; 3 ? t : null === o ? o = Object.getOwnPropertyDescriptor(t, n) : o;<br>
if (&quot;object&quot; == typeof Reflect &amp;&amp; &quot;function&quot; == typeof Reflect.decorate)<br>
i = Reflect.decorate(e, t, n, o);<br>
else<br>
for (var r = e.length - 1; r &gt;= 0; r--)<br>
(c = e[r]) &amp;&amp; (i = (a &lt; 3 ? c(i) : a &gt; 3 ? c(t, n, i) : c(t, n)) || i);<br>
return a &gt; 3 &amp;&amp; i &amp;&amp; Object.defineProperty(t, n, i),<br>
i<br>
}<br>
;<br>
Object.defineProperty(n, &quot;__esModule&quot;, {<br>
value: !0<br>
});<br>
var a = e(&quot;../Common/Utils&quot;)<br>
, i = cc._decorator<br>
, r = i.ccclass<br>
, s = i.property<br>
, l = function(e) {<br>
function t() {<br>
var t = null !== e &amp;&amp; e.apply(this, arguments) || this;<br>
return t.addSign = null,<br>
t.label = null,<br>
t<br>
}<br>
return o(t, e),<br>
t.prototype.SetScore = function(e) {<br>
this.label.string = e,<br>
this.scheduleOnce(function() {<br>
a.default.CenteredUi(0, this.addSign, this.label.node)<br>
}, 0)<br>
}<br>
,<br>
c([s(cc.Node)], t.prototype, &quot;addSign&quot;, void 0),<br>
c([s(cc.Label)], t.prototype, &quot;label&quot;, void 0),<br>
t = c([r], t)<br>
}(cc.Component);<br>
n.default = l,<br>
cc._RF.pop()<br>
}<br>
, {<br>
&quot;../Common/Utils&quot;: &quot;Utils&quot;<br>
}],<br>
AdjusWithHeight: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
cc._RF.push(t, &quot;0fe07DOz8VMcYKlDM2VxHhQ&quot;, &quot;AdjusWithHeight&quot;);<br>
var o = this &amp;&amp; this.__extends || function() {<br>
var e = function(t, n) {<br>
return (e = Object.setPrototypeOf || {<br>
__proto__: []<br>
}instanceof Array &amp;&amp; function(e, t) {<br>
e.__proto__ = t<br>
}<br>
|| function(e, t) {<br>
for (var n in t)<br>
t.hasOwnProperty(n) &amp;&amp; (e[n] = t[n])<br>
}<br>
)(t, n)<br>
};<br>
return function(t, n) {<br>
function o() {<br>
this.constructor = t<br>
}<br>
e(t, n),<br>
t.prototype = null === n ? Object.create(n) : (o.prototype = n.prototype,<br>
new o)<br>
}<br>
}()<br>
, c = this &amp;&amp; this.__decorate || function(e, t, n, o) {<br>
var c, a = arguments.length, i = a &lt; 3 ? t : null === o ? o = Object.getOwnPropertyDescriptor(t, n) : o;<br>
if (&quot;object&quot; == typeof Reflect &amp;&amp; &quot;function&quot; == typeof Reflect.decorate)<br>
i = Reflect.decorate(e, t, n, o);<br>
else<br>
for (var r = e.length - 1; r &gt;= 0; r--)<br>
(c = e[r]) &amp;&amp; (i = (a &lt; 3 ? c(i) : a &gt; 3 ? c(t, n, i) : c(t, n)) || i);<br>
return a &gt; 3 &amp;&amp; i &amp;&amp; Object.defineProperty(t, n, i),<br>
i<br>
}<br>
;<br>
Object.defineProperty(n, &quot;__esModule&quot;, {<br>
value: !0<br>
});<br>
var a = cc.Enum({<br>
TOP: 0,<br>
BOTTOM: 1<br>
})<br>
, i = cc._decorator<br>
, r = i.ccclass<br>
, s = i.property<br>
, l = function(e) {<br>
function t() {<br>
var t = null !== e &amp;&amp; e.apply(this, arguments) || this;<br>
return t.type = a.TOP,<br>
t.offset = 0,<br>
t<br>
}<br>
return o(t, e),<br>
t.prototype.onLoad = function() {<br>
var e = 0;<br>
e = this.type == a.TOP ? cc.winSize.height / 2 : -cc.winSize.height / 2,<br>
this.node.y = e + this.offset<br>
}<br>
,<br>
c([s({<br>
type: cc.Enum(a),<br>
displayName: &quot;AdjustType&quot;<br>
})], t.prototype, &quot;type&quot;, void 0),<br>
c([s], t.prototype, &quot;offset&quot;, void 0),<br>
t = c([r], t)<br>
}(cc.Component);<br>
n.default = l,<br>
cc._RF.pop()<br>
}<br>
, {}],<br>
AniTools: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
cc._RF.push(t, &quot;f05dbksdAdHtpW4ZpV1zW/T&quot;, &quot;AniTools&quot;);<br>
var o = {<br>
doLabStrAni: function(e, t, n) {<br>
e.node.stopAllActions(),<br>
e.string = &quot;&quot;;<br>
var o = t.split(&quot;&quot;)<br>
, c = 0<br>
, a = n / o.length;<br>
e.node.runAction(cc.sequence(cc.callFunc(function() {<br>
e.string = e.string + o[c],<br>
c++<br>
}), cc.delayTime(a)).repeat(o.length))<br>
},<br>
gunNumLabAni: function(e, t) {<br>
var n = parseInt(e.string);<br>
if (t != n) {<br>
var o = 0<br>
, c = t - n &gt;= 50 ? 50 : t - n;<br>
e.node.runAction(cc.sequence(cc.callFunc(function() {<br>
o &gt;= c - 1 ? e.string = t : (n++,<br>
e.string = n),<br>
o++<br>
}), cc.delayTime(.02)).repeat(c))<br>
}<br>
},<br>
openUIAni: function(e, t, n, o) {<br>
e.opacity = 0,<br>
t.scale = 0,<br>
e.runAction(cc.fadeTo(n, 100)),<br>
t.runAction(cc.sequence(cc.scaleTo(n, 1).easing(cc.easeBackOut()), cc.callFunc(o)))<br>
},<br>
closeUIAni: function(e, t, n, o) {<br>
e.runAction(cc.fadeOut(n)),<br>
t.runAction(cc.sequence(cc.scaleTo(n, 0).easing(cc.easeBackIn()), cc.callFunc(o)))<br>
},<br>
fireColorArr: [&quot;#F5CD4D&quot;, &quot;#F77986&quot;, &quot;#D0F057&quot;, &quot;#7ACCE8&quot;, &quot;#E365EE&quot;],<br>
fireworksAni: function(e, t, n, o) {<br>
for (var c = 0; c &lt; t; c++) {<br>
var a = ToolsJs.newSprite(&quot;fire&quot; + this.returnRanNum(1, 4));<br>
a.scale = .3 + .5 * Math.random(),<br>
a.position = n,<br>
a.color = cc.color(this.fireColorArr[this.returnRanNum(0, this.fireColorArr.length - 1)]),<br>
e.addChild(a, 88);<br>
var i = this.returnRanNum(o - 15, o + 15)<br>
, r = this.returnRanNum(300, 1e3);<br>
this.fireObjAni(a, i, r, 350, .005 * c)<br>
}<br>
},<br>
fireObjAni: function(e, t, n, o) {<br>
var c = arguments.length &gt; 4 &amp;&amp; void 0 !== arguments[4] ? arguments[4] : 0<br>
, a = .1 + .5 * Math.random();<br>
e.runAction(cc.rotateBy(a, this.returnRanNum(-360, 360)).repeatForever());<br>
var i = cc.misc.degreesToRadians(t)<br>
, r = cc.v2(Math.cos(i) * n, Math.sin(i) * n)<br>
, s = n / o;<br>
e.runAction(cc.sequence(cc.delayTime(c), cc.jumpBy(s, cc.v2(1.5 * r.x, 0), n, 1), cc.removeSelf(!0)))<br>
},<br>
bombObjAni: function(e, t, n, o, c, a) {<br>
t = t || this.returnRanNum(-180, 180);<br>
var i = cc.misc.degreesToRadians(t)<br>
, r = cc.v2(Math.cos(i) * n, Math.sin(i) * n)<br>
, s = n / o<br>
, l = c ? 0 : e.scale<br>
, u = a ? 0 : 255;<br>
e.runAction(cc.sequence(cc.spawn(cc.scaleTo(s + .1, l), cc.moveBy(s, r).easing(cc.easeQuadraticActionOut()), cc.fadeTo(s + .1, u)), cc.fadeOut(.1), cc.removeSelf(!0)))<br>
},<br>
playAni: function(e, t) {<br>
e.getComponent(cc.Animation).play(t)<br>
},<br>
stopAni: function(e, t) {<br>
e.getComponent(cc.Animation).stop(t)<br>
},<br>
addNodeAni: function(e, t, n, o, c, a, i) {<br>
for (var r = e.getComponent(cc.Animation), s = [], l = o; l &lt;= c; l++) {<br>
var u = new cc.SpriteFrame(cc.url.raw(&quot;resources/&quot; + t + l + &quot;.png&quot;));<br>
s.push(u)<br>
}<br>
var d = cc.AnimationClip.createWithSpriteFrames(s, 5);<br>
d.name = n,<br>
d.speed = i,<br>
d.wrapMode = a ? cc.WrapMode.Loop : cc.WrapMode.Normal,<br>
r.addClip(d)<br>
},<br>
returnRanNum: function(e, t) {<br>
return e + Math.floor(Math.random() * (t - e + 1))<br>
}<br>
};<br>
window.AniTools = o,<br>
cc._RF.pop()<br>
}<br>
, {}],<br>
AudioManager: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
cc._RF.push(t, &quot;3db2d9MuTtO8JRQKnPm9kfu&quot;, &quot;AudioManager&quot;);<br>
var o = this &amp;&amp; this.__extends || function() {<br>
var e = function(t, n) {<br>
return (e = Object.setPrototypeOf || {<br>
__proto__: []<br>
}instanceof Array &amp;&amp; function(e, t) {<br>
e.__proto__ = t<br>
}<br>
|| function(e, t) {<br>
for (var n in t)<br>
t.hasOwnProperty(n) &amp;&amp; (e[n] = t[n])<br>
}<br>
)(t, n)<br>
};<br>
return function(t, n) {<br>
function o() {<br>
this.constructor = t<br>
}<br>
e(t, n),<br>
t.prototype = null === n ? Object.create(n) : (o.prototype = n.prototype,<br>
new o)<br>
}<br>
}()<br>
, c = this &amp;&amp; this.__decorate || function(e, t, n, o) {<br>
var c, a = arguments.length, i = a &lt; 3 ? t : null === o ? o = Object.getOwnPropertyDescriptor(t, n) : o;<br>
if (&quot;object&quot; == typeof Reflect &amp;&amp; &quot;function&quot; == typeof Reflect.decorate)<br>
i = Reflect.decorate(e, t, n, o);<br>
else<br>
for (var r = e.length - 1; r &gt;= 0; r--)<br>
(c = e[r]) &amp;&amp; (i = (a &lt; 3 ? c(i) : a &gt; 3 ? c(t, n, i) : c(t, n)) || i);<br>
return a &gt; 3 &amp;&amp; i &amp;&amp; Object.defineProperty(t, n, i),<br>
i<br>
}<br>
;<br>
Object.defineProperty(n, &quot;__esModule&quot;, {<br>
value: !0<br>
});<br>
var a = cc._decorator<br>
, i = a.ccclass<br>
, r = a.property<br>
, s = function(e) {<br>
function t() {<br>
var t = null !== e &amp;&amp; e.apply(this, arguments) || this;<br>
return t.audioClip = [],<br>
t<br>
}<br>
var n;<br>
return o(t, e),<br>
n = t,<br>
t.prototype.onLoad = function() {<br>
null != n.Instance &amp;&amp; n.Instance.destroy(),<br>
n.Instance = this<br>
}<br>
,<br>
t.prototype.Play = function(e, t, n) {<br>
cc.audioEngine.play(this.audioClip[e], t, n)<br>
}<br>
,<br>
t.prototype.StopAll = function() {<br>
cc.audioEngine.stopAllEffects()<br>
}<br>
,<br>
t.Instance = null,<br>
c([r({<br>
type: cc.AudioClip<br>
})], t.prototype, &quot;audioClip&quot;, void 0),<br>
t = n = c([i], t)<br>
}(cc.Component);<br>
n.default = s,<br>
cc._RF.pop()<br>
}<br>
, {}],<br>
AutoDestroy: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
cc._RF.push(t, &quot;aa0f5e77Z9FXJ3DrgQcqASi&quot;, &quot;AutoDestroy&quot;);<br>
var o = this &amp;&amp; this.__extends || function() {<br>
var e = function(t, n) {<br>
return (e = Object.setPrototypeOf || {<br>
__proto__: []<br>
}instanceof Array &amp;&amp; function(e, t) {<br>
e.__proto__ = t<br>
}<br>
|| function(e, t) {<br>
for (var n in t)<br>
t.hasOwnProperty(n) &amp;&amp; (e[n] = t[n])<br>
}<br>
)(t, n)<br>
};<br>
return function(t, n) {<br>
function o() {<br>
this.constructor = t<br>
}<br>
e(t, n),<br>
t.prototype = null === n ? Object.create(n) : (o.prototype = n.prototype,<br>
new o)<br>
}<br>
}()<br>
, c = this &amp;&amp; this.__decorate || function(e, t, n, o) {<br>
var c, a = arguments.length, i = a &lt; 3 ? t : null === o ? o = Object.getOwnPropertyDescriptor(t, n) : o;<br>
if (&quot;object&quot; == typeof Reflect &amp;&amp; &quot;function&quot; == typeof Reflect.decorate)<br>
i = Reflect.decorate(e, t, n, o);<br>
else<br>
for (var r = e.length - 1; r &gt;= 0; r--)<br>
(c = e[r]) &amp;&amp; (i = (a &lt; 3 ? c(i) : a &gt; 3 ? c(t, n, i) : c(t, n)) || i);<br>
return a &gt; 3 &amp;&amp; i &amp;&amp; Object.defineProperty(t, n, i),<br>
i<br>
}<br>
;<br>
Object.defineProperty(n, &quot;__esModule&quot;, {<br>
value: !0<br>
});<br>
var a = e(&quot;../Common/PoolManager&quot;)<br>
, i = cc._decorator<br>
, r = i.ccclass<br>
, s = i.property<br>
, l = function(e) {<br>
function t() {<br>
var t = null !== e &amp;&amp; e.apply(this, arguments) || this;<br>
return t.label = null,<br>
t.text = &quot;hello&quot;,<br>
t.plane = null,<br>
t<br>
}<br>
return o(t, e),<br>
t.prototype.start = function() {<br>
this.plane = cc.find(&quot;Canvas/playerNode/plane&quot;)<br>
}<br>
,<br>
t.prototype.update = function(e) {<br>
if (this.plane.y - this.node.y &gt;= this.node.height + cc.winSize.height / 2) {<br>
for (var t = 0; t &lt; 3; t++)<br>
this.node.children[t].removeComponent(cc.BoxCollider);<br>
a.default.Despawn(this.node.name, this.node)<br>
}<br>
}<br>
,<br>
c([s(cc.Label)], t.prototype, &quot;label&quot;, void 0),<br>
c([s], t.prototype, &quot;text&quot;, void 0),<br>
t = c([r], t)<br>
}(cc.Component);<br>
n.default = l,<br>
cc._RF.pop()<br>
}<br>
, {<br>
&quot;../Common/PoolManager&quot;: &quot;PoolManager&quot;<br>
}],<br>
DataManager: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
cc._RF.push(t, &quot;fd2c5sUJdNElqycZdmzNC7g&quot;, &quot;DataManager&quot;);<br>
var o = this &amp;&amp; this.__extends || function() {<br>
var e = function(t, n) {<br>
return (e = Object.setPrototypeOf || {<br>
__proto__: []<br>
}instanceof Array &amp;&amp; function(e, t) {<br>
e.__proto__ = t<br>
}<br>
|| function(e, t) {<br>
for (var n in t)<br>
t.hasOwnProperty(n) &amp;&amp; (e[n] = t[n])<br>
}<br>
)(t, n)<br>
};<br>
return function(t, n) {<br>
function o() {<br>
this.constructor = t<br>
}<br>
e(t, n),<br>
t.prototype = null === n ? Object.create(n) : (o.prototype = n.prototype,<br>
new o)<br>
}<br>
}()<br>
, c = this &amp;&amp; this.__decorate || function(e, t, n, o) {<br>
var c, a = arguments.length, i = a &lt; 3 ? t : null === o ? o = Object.getOwnPropertyDescriptor(t, n) : o;<br>
if (&quot;object&quot; == typeof Reflect &amp;&amp; &quot;function&quot; == typeof Reflect.decorate)<br>
i = Reflect.decorate(e, t, n, o);<br>
else<br>
for (var r = e.length - 1; r &gt;= 0; r--)<br>
(c = e[r]) &amp;&amp; (i = (a &lt; 3 ? c(i) : a &gt; 3 ? c(t, n, i) : c(t, n)) || i);<br>
return a &gt; 3 &amp;&amp; i &amp;&amp; Object.defineProperty(t, n, i),<br>
i<br>
}<br>
;<br>
Object.defineProperty(n, &quot;__esModule&quot;, {<br>
value: !0<br>
});<br>
var a = cc._decorator<br>
, i = a.ccclass<br>
, r = a.property<br>
, s = function() {<br>
return function() {<br>
this.isFirstPlay = !0,<br>
this.score = 0,<br>
this.highScore = 0,<br>
this.goldCount = 0,<br>
this.playLevel = 1,<br>
this.maxFruitId = 2,<br>
this.successful = !1,<br>
this.currentLevelInfo = null,<br>
this.playCount = 0,<br>
this.guideTime = 0<br>
}<br>
}()<br>
, l = function(e) {<br>
function t() {<br>
var t = null !== e &amp;&amp; e.apply(this, arguments) || this;<br>
return t.gameName = &quot;DefaultName&quot;,<br>
t.playerData = null,<br>
t<br>
}<br>
var n;<br>
return o(t, e),<br>
n = t,<br>
t.prototype.onLoad = function() {<br>
null != n.Instance &amp;&amp; n.Instance.destroy(),<br>
n.Instance = this,<br>
n.Instance.playerData = JSON.parse(cc.sys.localStorage.getItem(this.gameName + &quot;playerData11&quot;)),<br>
null == this.playerData &amp;&amp; (this.playerData = new s,<br>
this.playerData.isFirstPlay = !0,<br>
this.playerData.score = 0,<br>
this.playerData.highScore = 0,<br>
this.playerData.goldCount = 0,<br>
this.playerData.playCount = 0,<br>
n.Instance.Save())<br>
}<br>
,<br>
t.prototype.SetguideTime = function() {<br>
this.playerData.guideTime += 1,<br>
this.Save<br>
}<br>
,<br>
t.prototype.GetguideTime = function() {<br>
return this.playerData.guideTime<br>
}<br>
,<br>
t.prototype.SetLevel = function() {<br>
this.playerData.playLevel += 1,<br>
this.Save()<br>
}<br>
,<br>
t.prototype.GetLevel = function() {<br>
return this.playerData.playLevel<br>
}<br>
,<br>
t.prototype.GetCurrentLevelInfo = function() {<br>
return this.playerData.currentLevelInfo<br>
}<br>
,<br>
t.prototype.SetCurrentLevelInfo = function(e) {<br>
this.playerData.currentLevelInfo = e,<br>
this.Save()<br>
}<br>
,<br>
t.prototype.SetPlayerFirstPlay = function(e) {<br>
this.playerData.isFirstPlay = e,<br>
this.Save()<br>
}<br>
,<br>
t.prototype.GetFirstPlay = function() {<br>
return this.playerData.isFirstPlay<br>
}<br>
,<br>
t.prototype.SetPlayerGold = function(e) {<br>
this.playerData.goldCount = e,<br>
this.Save()<br>
}<br>
,<br>
t.prototype.GetPlayerGold = function() {<br>
return this.playerData.goldCount<br>
}<br>
,<br>
t.prototype.SetPlayerScore = function(e) {<br>
this.playerData.score = e,<br>
this.Save()<br>
}<br>
,<br>
t.prototype.GetPlayerScore = function() {<br>
return this.playerData.score<br>
}<br>
,<br>
t.prototype.SetPlayerHighScore = function(e) {<br>
this.playerData.highScore = e,<br>
this.Save()<br>
}<br>
,<br>
t.prototype.GetPlayerHighScore = function() {<br>
return this.playerData.highScore<br>
}<br>
,<br>
t.prototype.SetMaxFruitId = function(e) {<br>
this.playerData.maxFruitId = e,<br>
this.Save()<br>
}<br>
,<br>
t.prototype.getMaxFruitId = function() {<br>
return this.playerData.maxFruitId<br>
}<br>
,<br>
t.prototype.GetSuccessful = function() {<br>
return this.playerData.successful<br>
}<br>
,<br>
t.prototype.SetSuccessful = function(e) {<br>
this.playerData.successful = e,<br>
this.Save()<br>
}<br>
,<br>
t.prototype.GetPlayCount = function() {<br>
return this.playerData.playCount<br>
}<br>
,<br>
t.prototype.SetPlayCount = function() {<br>
this.playerData.playCount += 1,<br>
this.Save()<br>
}<br>
,<br>
t.prototype.ClearData = function() {<br>
this.playerData.playLevel = 1,<br>
this.Save()<br>
}<br>
,<br>
t.prototype.Load = function() {<br>
n.Instance.playerData = JSON.parse(cc.sys.localStorage.getItem(this.gameName + &quot;playerData11&quot;))<br>
}<br>
,<br>
t.prototype.Save = function() {<br>
cc.sys.localStorage.setItem(this.gameName + &quot;playerData11&quot;, JSON.stringify(n.Instance.playerData))<br>
}<br>
,<br>
t.Instance = null,<br>
c([r], t.prototype, &quot;gameName&quot;, void 0),<br>
t = n = c([i], t)<br>
}(cc.Component);<br>
n.default = l,<br>
cc._RF.pop()<br>
}<br>
, {}],<br>
DynamicLoad: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
cc._RF.push(t, &quot;c6f04DncqhJIoWmE4UojNVj&quot;, &quot;DynamicLoad&quot;);<br>
var o = this &amp;&amp; this.__extends || function() {<br>
var e = function(t, n) {<br>
return (e = Object.setPrototypeOf || {<br>
__proto__: []<br>
}instanceof Array &amp;&amp; function(e, t) {<br>
e.__proto__ = t<br>
}<br>
|| function(e, t) {<br>
for (var n in t)<br>
t.hasOwnProperty(n) &amp;&amp; (e[n] = t[n])<br>
}<br>
)(t, n)<br>
};<br>
return function(t, n) {<br>
function o() {<br>
this.constructor = t<br>
}<br>
e(t, n),<br>
t.prototype = null === n ? Object.create(n) : (o.prototype = n.prototype,<br>
new o)<br>
}<br>
}()<br>
, c = this &amp;&amp; this.__decorate || function(e, t, n, o) {<br>
var c, a = arguments.length, i = a &lt; 3 ? t : null === o ? o = Object.getOwnPropertyDescriptor(t, n) : o;<br>
if (&quot;object&quot; == typeof Reflect &amp;&amp; &quot;function&quot; == typeof Reflect.decorate)<br>
i = Reflect.decorate(e, t, n, o);<br>
else<br>
for (var r = e.length - 1; r &gt;= 0; r--)<br>
(c = e[r]) &amp;&amp; (i = (a &lt; 3 ? c(i) : a &gt; 3 ? c(t, n, i) : c(t, n)) || i);<br>
return a &gt; 3 &amp;&amp; i &amp;&amp; Object.defineProperty(t, n, i),<br>
i<br>
}<br>
;<br>
Object.defineProperty(n, &quot;__esModule&quot;, {<br>
value: !0<br>
});<br>
var a = cc._decorator<br>
, i = a.ccclass<br>
, r = a.property<br>
, s = function(e) {<br>
function t() {<br>
var t = null !== e &amp;&amp; e.apply(this, arguments) || this;<br>
return t.adsbutton = [],<br>
t.adsbutton2 = [],<br>
t.caidia = [],<br>
t.fllows = [],<br>
t.fruit = [],<br>
t.guozhiZ = [],<br>
t.guozhiL = [],<br>
t.fruitL = [],<br>
t.TGColors = [],<br>
t<br>
}<br>
var n;<br>
return o(t, e),<br>
n = t,<br>
t.prototype.onLoad = function() {<br>
null != n.Instance &amp;&amp; n.Instance.destroy(),<br>
n.Instance = this<br>
}<br>
,<br>
t.prototype.start = function() {<br>
this.TGColors.push(&quot;f43df7&quot;, &quot;ef4126&quot;, &quot;6ff814&quot;, &quot;32cdf9&quot;, &quot;fff02c&quot;, &quot;f43df7&quot;, &quot;fb4626&quot;, &quot;6ff814&quot;, &quot;50f7f0&quot;, &quot;fff02c&quot;)<br>
}<br>
,<br>
t.Instance = null,<br>
c([r(cc.SpriteFrame)], t.prototype, &quot;adsbutton&quot;, void 0),<br>
c([r(cc.SpriteFrame)], t.prototype, &quot;adsbutton2&quot;, void 0),<br>
c([r(cc.SpriteFrame)], t.prototype, &quot;caidia&quot;, void 0),<br>
c([r(cc.SpriteFrame)], t.prototype, &quot;fllows&quot;, void 0),<br>
c([r(cc.SpriteFrame)], t.prototype, &quot;fruit&quot;, void 0),<br>
c([r(cc.SpriteFrame)], t.prototype, &quot;guozhiZ&quot;, void 0),<br>
c([r(cc.SpriteFrame)], t.prototype, &quot;guozhiL&quot;, void 0),<br>
c([r(cc.SpriteFrame)], t.prototype, &quot;fruitL&quot;, void 0),<br>
t = n = c([i], t)<br>
}(cc.Component);<br>
n.default = s,<br>
cc._RF.pop()<br>
}<br>
, {}],<br>
EffectCenter: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
cc._RF.push(t, &quot;e94b9uwJsJB94QZmqCRpyTe&quot;, &quot;EffectCenter&quot;);<br>
var o = this &amp;&amp; this.__extends || function() {<br>
var e = function(t, n) {<br>
return (e = Object.setPrototypeOf || {<br>
__proto__: []<br>
}instanceof Array &amp;&amp; function(e, t) {<br>
e.__proto__ = t<br>
}<br>
|| function(e, t) {<br>
for (var n in t)<br>
t.hasOwnProperty(n) &amp;&amp; (e[n] = t[n])<br>
}<br>
)(t, n)<br>
};<br>
return function(t, n) {<br>
function o() {<br>
this.constructor = t<br>
}<br>
e(t, n),<br>
t.prototype = null === n ? Object.create(n) : (o.prototype = n.prototype,<br>
new o)<br>
}<br>
}()<br>
, c = this &amp;&amp; this.__decorate || function(e, t, n, o) {<br>
var c, a = arguments.length, i = a &lt; 3 ? t : null === o ? o = Object.getOwnPropertyDescriptor(t, n) : o;<br>
if (&quot;object&quot; == typeof Reflect &amp;&amp; &quot;function&quot; == typeof Reflect.decorate)<br>
i = Reflect.decorate(e, t, n, o);<br>
else<br>
for (var r = e.length - 1; r &gt;= 0; r--)<br>
(c = e[r]) &amp;&amp; (i = (a &lt; 3 ? c(i) : a &gt; 3 ? c(t, n, i) : c(t, n)) || i);<br>
return a &gt; 3 &amp;&amp; i &amp;&amp; Object.defineProperty(t, n, i),<br>
i<br>
}<br>
;<br>
Object.defineProperty(n, &quot;__esModule&quot;, {<br>
value: !0<br>
});<br>
var a = e(&quot;../Common/Utils&quot;)<br>
, i = e(&quot;../Common/PoolManager&quot;)<br>
, r = e(&quot;../Common/SpriteManager&quot;)<br>
, s = e(&quot;../common/DynamicLoad&quot;)<br>
, l = e(&quot;./AudioManager&quot;)<br>
, u = cc._decorator<br>
, d = u.ccclass<br>
, p = u.property<br>
, f = function(e) {<br>
function t() {<br>
var t = null !== e &amp;&amp; e.apply(this, arguments) || this;<br>
return t.bgEffect = null,<br>
t.downEffectPartiParent = null,<br>
t.upEffectPartiParent = null,<br>
t.uiEffectParent = null,<br>
t.cameraNode = null,<br>
t.fireLightNode = null,<br>
t.effectTxtParent = null,<br>
t.bgEffectParent = null,<br>
t<br>
}<br>
var n;<br>
return o(t, e),<br>
n = t,<br>
t.prototype.onLoad = function() {<br>
null != n.Instance &amp;&amp; n.Instance.destroy(),<br>
n.Instance = this<br>
}<br>
,<br>
t.prototype.LightOEffect = function(e) {<br>
var t = i.default.Spawn(&quot;lightEffect&quot;, this.upEffectPartiParent);<br>
t.position = e,<br>
t.scale = .2,<br>
t.runAction(cc.sequence(cc.scaleTo(.3, 1.2), cc.fadeOut(.3))),<br>
t.children[0].runAction(cc.spawn(cc.moveBy(.5, -65, 65), cc.fadeOut(.6))),<br>
t.children[1].runAction(cc.spawn(cc.moveBy(.5, 65, -65), cc.fadeOut(.6))),<br>
t.children[2].runAction(cc.spawn(cc.moveBy(.5, -65, -65), cc.fadeOut(.6))),<br>
t.children[3].runAction(cc.spawn(cc.moveBy(.5, 65, 65), cc.fadeOut(.6)))<br>
}<br>
,<br>
t.prototype.MilkEffect = function(e, t) {<br>
var n = i.default.Spawn(&quot;milk&quot;, this.downEffectPartiParent);<br>
n.color = (new cc.Color).fromHEX(s.default.Instance.TGColors[t % 10]),<br>
n.position = e,<br>
n.scale = .3,<br>
n.runAction(cc.sequence(cc.scaleTo(.3, 1), cc.fadeOut(.3)))<br>
}<br>
,<br>
t.prototype.FireLight = function() {<br>
this.fireLightNode.stopAllActions(),<br>
this.fireLightNode.opacity = 0,<br>
this.fireLightNode.runAction(cc.sequence(cc.fadeTo(.11, 180).easing(cc.easeCubicActionIn()), cc.fadeTo(.18, 0)))<br>
}<br>
,<br>
t.prototype.SendGoldCoin = function(e, t, n) {<br>
var o = Math.floor(a.default.Random(8, 12));<br>
o = e;<br>
for (var c = a.default.ConvertPosition(t, this.uiEffectParent), r = a.default.ConvertPosition(n, this.uiEffectParent).sub(cc.v2(0, 0)), s = 0; s &lt; o; s++) {<br>
var l = i.default.Spawn(&quot;Diamond&quot;);<br>
l.parent = this.uiEffectParent,<br>
l.position = c,<br>
l.scale = .7;<br>
var u = c.add(cc.v2(a.default.Random(-60, 60), a.default.Random(-60, 60)))<br>
, d = cc.jumpTo(.3, u, a.default.Random(30, 150), 1)<br>
, p = cc.sequence(d, cc.moveBy(.06, cc.v2(0, 10)), cc.moveBy(.06, cc.v2(0, -10)))<br>
, f = r.sub(c)<br>
, h = (cc.v2(u),<br>
cc.v2(a.default.Random(-300, 300), f.y * a.default.Random(.2, .8)),<br>
cc.v2(r))<br>
, m = cc.moveTo(.3, h).easing(cc.easeBackIn());<br>
l.runAction(cc.sequence(p, cc.delayTime(.05), m, cc.callFunc(function(e) {<br>
i.default.Despawn(&quot;Diamond&quot;, e)<br>
}, this)))<br>
}<br>
}<br>
,<br>
t.prototype.SendGoldCoin2 = function(e, t) {<br>
for (var n = Math.floor(a.default.Random(5, 8)), o = a.default.ConvertPosition(e, this.uiEffectParent), c = a.default.ConvertPosition(t, this.uiEffectParent).sub(cc.v2(0, 0)), r = 0; r &lt; n; r++) {<br>
var s = i.default.Spawn(&quot;DiamondIcon&quot;);<br>
s.parent = this.uiEffectParent,<br>
s.position = o;<br>
var l = .07 * r;<br>
s.runAction(cc.sequence(cc.delayTime(l), cc.moveTo(.7, c), cc.callFunc(function(e) {<br>
i.default.Despawn(&quot;DiamondIcon&quot;, e)<br>
}, this)))<br>
}<br>
}<br>
,<br>
t.prototype.ShakeCamera = function(e, t, n) {<br>
this.cameraNode.stopAllActions()<br>
}<br>
,<br>
t.prototype.AddScoreEffect = function(e, t) {<br>
var n = i.default.Spawn(&quot;AddScore&quot;);<br>
n.parent = this.upEffectPartiParent,<br>
n.getComponent(&quot;AddScore&quot;).SetScore(e),<br>
n.position = t,<br>
n.runAction(cc.fadeIn(.2)),<br>
n.runAction(cc.sequence(cc.moveBy(.5, cc.v2(0, 40)), cc.delayTime(.7), cc.fadeOut(.3), cc.callFunc(function() {<br>
i.default.Despawn(&quot;AddScore&quot;, n)<br>
}, this)))<br>
}<br>
,<br>
t.prototype.BloodBoom = function(e, t, n) {<br>
for (var o = a.default.RandomInteger(t, n), c = 0; c &lt; o; c++) {<br>
var r = cc.instantiate(i.default.GetPrefab(&quot;Star&quot;));<br>
r.parent = this.downEffectPartiParent,<br>
r.position = e,<br>
r.scale = a.default.Random(.4, .8);<br>
var s = e.add(cc.v2(a.default.Random(-64, 64), a.default.Random(-30, -90)))<br>
, l = a.default.Random(.5, .55)<br>
, u = a.default.Random(20, 90);<br>
r.runAction(cc.sequence(cc.jumpTo(l, s, u, 1), cc.delayTime(1), cc.callFunc(function(e) {<br>
e.stopAllActions(),<br>
e.destroy()<br>
}, this))),<br>
r.runAction(cc.sequence(cc.delayTime(.5 * l), cc.fadeOut(.5 * l)))<br>
}<br>
}<br>
,<br>
t.prototype.StepCloud = function(e, t) {<br>
for (var n = a.default.RandomInteger(3, 6), o = 0; o &lt; n; o++) {<br>
var c = i.default.Spawn(&quot;EffectSprite&quot;).getComponent(&quot;EffectSprite&quot;);<br>
c.node.parent = this.downEffectPartiParent,<br>
c.node.position = t.add(cc.v2(a.default.Random(-40, 40), a.default.Random(-15, 15))),<br>
c.Reset(),<br>
c.SetSprite(r.default.Instance.GetSpriteFrame(&quot;cloud&quot;));<br>
var s = a.default.RandomInteger(0, 100) &lt; 50 ? 1 : -1;<br>
c.node.scale = a.default.Random(.2 * s, .6 * s),<br>
c.node.opacity = a.default.Random(150, 180);<br>
var l = cc.v2(a.default.Random(-10, 10), a.default.Random(-10, 10));<br>
c.node.runAction(cc.sequence(cc.delayTime(.2), cc.fadeOut(.3))),<br>
c.node.runAction(cc.sequence(cc.moveBy(.5, l), cc.callFunc(function(e) {<br>
i.default.Despawn(&quot;EffectSprite&quot;, e)<br>
}, this)))<br>
}<br>
}<br>
,<br>
t.prototype.EnemyDeadEFF = function(e) {<br>
for (var t = a.default.RandomInteger(10, 15), n = 0; n &lt; t; n++) {<br>
var o = i.default.Spawn(&quot;EffectSprite&quot;).getComponent(&quot;EffectSprite&quot;);<br>
o.node.parent = this.downEffectPartiParent,<br>
o.Reset(),<br>
o.node.position = e;<br>
var c = r.default.Instance.GetSpriteFrame(&quot;star&quot;);<br>
Math.floor(20 * a.default.Random(.3, 1.6));<br>
32,<br>
o.SetSprite(c, cc.v2(32, 32)),<br>
o.node.scale = a.default.Random(.5, 1.5);<br>
var s = cc.v2(0, 1);<br>
s.rotateSelf(a.default.AngleToRadian(360 * Math.random()));<br>
var l = a.default.Random(20, 85);<br>
o.node.position.add(s.mul(a.default.Random(0, 30)));<br>
var u = a.default.Random(.3, .36);<br>
o.node.runAction(cc.sequence(cc.delayTime(.2 * u), cc.scaleTo(.8 * u, a.default.Random(.1, .3)))),<br>
o.node.runAction(cc.sequence(cc.moveBy(u, s.mul(l)).easing(cc.easeCubicActionOut()), cc.callFunc(function(e) {<br>
i.default.Despawn(&quot;EffectSprite&quot;, e)<br>
}, this)))<br>
}<br>
var d = i.default.Spawn(&quot;EffectSprite&quot;).getComponent(&quot;EffectSprite&quot;);<br>
d.node.parent = this.downEffectPartiParent,<br>
d.Reset(),<br>
d.node.position = e,<br>
d.SetSprite(r.default.Instance.GetSpriteFrame(&quot;whiteCircle&quot;), cc.v2(150, 150)),<br>
d.node.opacity = 200,<br>
d.node.scale = 0,<br>
d.node.runAction(cc.scaleTo(.32, 1)),<br>
d.node.runAction(cc.sequence(cc.delayTime(.2), cc.fadeOut(.1), cc.callFunc(function(e) {<br>
i.default.Despawn(&quot;EffectSprite&quot;, e)<br>
}, this)))<br>
}<br>
,<br>
t.prototype.StarFishDead = function(e) {<br>
for (var t = a.default.RandomInteger(20, 26), n = 0; n &lt; t; n++) {<br>
var o = i.default.Spawn(&quot;EffectSprite&quot;).getComponent(&quot;EffectSprite&quot;);<br>
o.node.parent = this.downEffectPartiParent,<br>
o.Reset(),<br>
o.node.position = e;<br>
var c = r.default.Instance.GetSpriteFrame(&quot;bubbleW&quot;);<br>
Math.floor(20 * a.default.Random(.3, 1.6));<br>
32,<br>
o.SetSprite(c, cc.v2(32, 32)),<br>
o.node.scale = a.default.Random(.3, 1.6);<br>
var s = cc.v2(0, 1);<br>
s.rotateSelf(a.default.AngleToRadian(360 * Math.random()));<br>
var l = a.default.Random(80, 120);<br>
o.node.position.add(s.mul(a.default.Random(0, 30)));<br>
var u = a.default.Random(.3, .36);<br>
o.node.runAction(cc.sequence(cc.delayTime(u * a.default.Random(.1, .3)), cc.scaleTo(.8 * u, a.default.Random(.1, .3)))),<br>
o.node.runAction(cc.sequence(cc.moveBy(u, s.mul(l)).easing(cc.easeCubicActionOut()), cc.callFunc(function(e) {<br>
i.default.Despawn(&quot;EffectSprite&quot;, e)<br>
}, this)))<br>
}<br>
}<br>
,<br>
t.prototype.PutEFF = function(e, t) {<br>
for (var n = a.default.RandomInteger(15, 20), o = 0; o &lt; n; o++) {<br>
var c = i.default.Spawn(&quot;EffectSprite&quot;);<br>
c.parent = this.upEffectPartiParent;<br>
var s = c.getComponent(&quot;EffectSprite&quot;);<br>
s.Reset();<br>
var l = r.default.Instance.GetSpriteFrame(&quot;ball&quot;);<br>
s.SetSprite(l, cc.v2(18, 18)),<br>
c.setPosition(e.x + 80 * Math.random() - 40, e.y + 80 * Math.random() - 40),<br>
c.setScale(.5 * Math.random() + .5),<br>
c.opacity = 150 * Math.random() + 50,<br>
c.color = t;<br>
var u = 360 * Math.random() * Math.PI / 180<br>
, d = 46 + 46 * Math.random()<br>
, p = cc.v2(e.x + Math.sin(u) * d, e.y + Math.cos(u) * d);<br>
c.runAction(cc.sequence(cc.spawn(cc.moveTo(.8, p).easing(cc.easeCircleActionOut()), cc.scaleTo(.8 * a.default.Random(.5, 1), 0).easing(cc.easeCircleActionIn())), cc.callFunc(function(e) {<br>
i.default.Despawn(&quot;EffectSprite&quot;, e)<br>
}, this)))<br>
}<br>
}<br>
,<br>
t.prototype.LevelUpEff = function(e, t) {<br>
for (var n = a.default.RandomInteger(27, 36), o = 0; o &lt; n; o++) {<br>
var c = i.default.Spawn(&quot;EffectSprite&quot;);<br>
c.parent = this.downEffectPartiParent;<br>
var s = c.getComponent(&quot;EffectSprite&quot;);<br>
s.Reset();<br>
var l = r.default.Instance.GetSpriteFrame(&quot;flower&quot;);<br>
s.SetSprite(l, cc.v2(32, 32)),<br>
c.setPosition(e.x + 90 * Math.random() - 45, e.y + 90 * Math.random() - 45),<br>
c.setScale(.55 * Math.random() + .7),<br>
c.opacity = 160 * Math.random() + 70;<br>
var u = 360 * Math.random() * Math.PI / 180<br>
, d = 60 + 80 * Math.random()<br>
, p = cc.v2(e.x + Math.sin(u) * d, e.y + Math.cos(u) * d);<br>
c.runAction(cc.sequence(cc.spawn(cc.moveTo(.8, p).easing(cc.easeCircleActionOut()), cc.scaleTo(.8 * a.default.Random(.5, 1), 0).easing(cc.easeCircleActionIn())), cc.callFunc(function(e) {<br>
i.default.Despawn(&quot;EffectSprite&quot;, e)<br>
}, this)))<br>
}<br>
}<br>
,<br>
t.prototype.PortDownEff = function(e) {<br>
for (var t = a.default.RandomInteger(12, 15), n = 0; n &lt; t; n++) {<br>
var o = i.default.Spawn(&quot;EffectSprite&quot;).getComponent(&quot;EffectSprite&quot;);<br>
o.node.parent = this.downEffectPartiParent,<br>
o.Reset(),<br>
o.SetSprite(r.default.Instance.GetSpriteFrame(&quot;ball&quot;), cc.v2(48, 48)),<br>
o.node.scale = a.default.Random(.6, 1),<br>
o.node.opacity = a.default.RandomInteger(120, 250),<br>
o.node.position = e.add(cc.v2(a.default.Random(-25, 25)));<br>
var c = cc.v2(0, a.default.Random(30, 80)).rotate(a.default.AngleToRadian(a.default.Random(0, 360)))<br>
, s = cc.moveBy(.7, c)<br>
, l = cc.scaleTo(.6, 0)<br>
, u = cc.fadeOut(.5);<br>
o.node.runAction(cc.spawn(s, l)),<br>
o.node.runAction(cc.sequence(cc.delayTime(.2), u, cc.callFunc(function(e) {<br>
i.default.Despawn(&quot;EffectSprite&quot;, e)<br>
}, this)))<br>
}<br>
}<br>
,<br>
t.prototype.ShootFlower = function() {<br>
l.default.Instance.Play(10, !1, 1);<br>
var e = [[360, -50], [-360, -50], [360, -120], [-360, -120]];<br>
cc.log(1);<br>
for (var t = 0; t &lt; e.length; t++) {<br>
if (e[t][0] &gt;= 0)<br>
var n = 1;<br>
else<br>
n = -1;<br>
for (var o = 0; o &lt; 40; o++) {<br>
var c = i.default.Spawn(&quot;star&quot;, this.upEffectPartiParent);<br>
c.position = cc.v2(e[t][0], e[t][1]),<br>
c.scale = a.default.Random(.7, 1),<br>
c.getComponent(cc.Sprite).spriteFrame = s.default.Instance.caidia[a.default.RandomInteger(0, 6)];<br>
var r = c.position<br>
, u = r.x + a.default.Random(.5 * -cc.winSize.width, .05 * -cc.winSize.width) * n<br>
, d = r.y + a.default.Random(100, 500)<br>
, p = cc.v2(r.x + .8 * (u - r.x), r.y + .5 * (d - r.y) + 200);<br>
c.runAction(cc.sequence(cc.spawn(cc.bezierTo(1, [r, p, cc.v2(u, d)]).easing(cc.easeCircleActionOut()), cc.moveBy(2.8, 0, 1.2 * -cc.winSize.height * a.default.Random(.8, 1.2)).easing(cc.easeCubicActionIn()), cc.moveBy(2.8, a.default.Random(0, -300) * n, 0), cc.rotateBy(2, a.default.Random(360, 720) * (2 * Math.round(Math.random()) - 1)), cc.sequence(cc.moveBy(2 * (.1 * Math.random() + .3), (25 * Math.random() + 25) * (2 * Math.round(Math.random()) - 1), 0), cc.moveBy(2 * (.1 * Math.random() + .3), (25 * Math.random() + 25) * (2 * Math.round(Math.random()) - 1), 0), cc.moveBy(2 * (.1 * Math.random() + .3), (25 * Math.random() + 25) * (2 * Math.round(Math.random()) - 1), 0))), cc.callFunc(function(e, t) {<br>
i.default.Despawn(&quot;star&quot;, e)<br>
}, this, this)))<br>
}<br>
}<br>
}<br>
,<br>
t.prototype.HitWood = function(e) {<br>
for (var t = a.default.RandomInteger(20, 26), n = 0; n &lt; t; n++) {<br>
var o = i.default.Spawn(&quot;EffectSprite&quot;).getComponent(&quot;EffectSprite&quot;);<br>
o.node.parent = this.downEffectPartiParent,<br>
o.Reset(),<br>
o.node.position = e;<br>
var c = r.default.Instance.GetSpriteFrame(&quot;ball1&quot;);<br>
Math.floor(20 * a.default.Random(.3, 1.6));<br>
28,<br>
o.SetSprite(c, cc.v2(28, 28)),<br>
o.node.scale = a.default.Random(.3, 1.6);<br>
var s = cc.v2(0, 1);<br>
s.rotateSelf(a.default.AngleToRadian(360 * Math.random()));<br>
var l = a.default.Random(80, 120);<br>
o.node.position.add(s.mul(a.default.Random(0, 30)));<br>
var u = a.default.Random(.3, .36);<br>
o.node.runAction(cc.sequence(cc.delayTime(u * a.default.Random(.1, .3)), cc.scaleTo(.8 * u, a.default.Random(.1, .3)))),<br>
o.node.runAction(cc.sequence(cc.moveBy(u, s.mul(l)).easing(cc.easeCubicActionOut()), cc.callFunc(function(e) {<br>
i.default.Despawn(&quot;EffectSprite&quot;, e)<br>
}, this)))<br>
}<br>
}<br>
,<br>
t.prototype.StarBoom = function(e) {<br>
for (var t = function(t) {<br>
var o = i.default.Spawn(&quot;lightEffect&quot;).getComponent(&quot;EffectSprite&quot;);<br>
o.node.parent = n.bgEffectParent,<br>
o.node.position = e,<br>
o.Reset(),<br>
o.SetSprite(r.default.Instance.GetSpriteFrame(&quot;star&quot;), cc.v2(32, 32)),<br>
o.node.color = new cc.Color(254,236,180);<br>
var c = cc.v2(0, 100).rotate(a.default.AngleToRadian(30 * t));<br>
o.node.runAction(cc.sequence(cc.moveBy(.45, c), cc.callFunc(function() {<br>
i.default.Despawn(&quot;lightEffect&quot;, o.node)<br>
}, n))),<br>
o.node.runAction(cc.rotateBy(.45, 360)),<br>
o.node.runAction(cc.sequence(cc.delayTime(.225), cc.scaleTo(.225, .4)))<br>
}, n = this, o = 0; o &lt; 12; o++)<br>
t(o)<br>
}<br>
,<br>
t.prototype.GhostBornEff = function(e) {<br>
for (var t = a.default.RandomInteger(100, 101), n = 0; n &lt; t; n++) {<br>
var o = i.default.Spawn(&quot;EffectSprite&quot;).getComponent(&quot;EffectSprite&quot;);<br>
o.node.parent = this.downEffectPartiParent,<br>
o.Reset(),<br>
o.node.position = e,<br>
o.node.opacity = 0,<br>
o.node.color = new cc.Color(220,220,220);<br>
var c = r.default.Instance.GetSpriteFrame(&quot;cloud&quot;);<br>
Math.floor(20 * a.default.Random(.4, 1.6));<br>
80,<br>
o.SetSprite(c, cc.v2(80, 80)),<br>
o.node.scale = a.default.Random(.6, 1.3),<br>
o.node.angle = a.default.Random(0, 360);<br>
var s = cc.v2(0, 1);<br>
s.rotateSelf(a.default.AngleToRadian(360 * Math.random()));<br>
var l = a.default.Random(20, 280);<br>
o.node.position.add(s.mul(a.default.Random(0, 30)));<br>
var u = a.default.Random(1, 1.3)<br>
, d = a.default.Random(.01, .012) * n;<br>
o.node.runAction(cc.sequence(cc.delayTime(d), cc.delayTime(.6 * u), cc.fadeOut(.4 * u))),<br>
o.node.opacity = 0,<br>
o.node.runAction(cc.sequence(cc.delayTime(d), cc.fadeTo(.1, a.default.Random(120, 240)))),<br>
o.node.runAction(cc.sequence(cc.delayTime(d), cc.moveBy(u, s.mul(l)).easing(cc.easeCubicActionOut()), cc.callFunc(function(e) {<br>
i.default.Despawn(&quot;EffectSprite&quot;, e)<br>
}, this)));<br>
a.default.Random(0, 100)<br>
}<br>
}<br>
,<br>
t.prototype.LittleFly = function(e) {<br>
for (var t = a.default.RandomInteger(24, 33), n = 0; n &lt; t; n++) {<br>
var o = cc.instantiate(i.default.GetPrefab(&quot;LittleFly&quot;));<br>
o.parent = this.bgEffectParent,<br>
o.position = e;<br>
var c = o.getComponent(&quot;RandomFly&quot;);<br>
c.SetId(a.default.RandomInteger(1, 5)),<br>
c.fadeTicker = a.default.Random(2, 3.5),<br>
c.mosquitoSpeedLen = a.default.RandomInteger(6, 12),<br>
c.mosquitoSpeedMaxR = a.default.RandomInteger(6, 12),<br>
c.startFun()<br>
}<br>
}<br>
,<br>
t.prototype.JuiceBoom = function(e, t) {<br>
for (var n = 0; n &lt; 6; n++) {<br>
var o = i.default.Spawn(&quot;JuiceParticle&quot;);<br>
o.parent = this.downEffectPartiParent,<br>
o.position = e.add(cc.v2(a.default.Random(-50, 50), 0)),<br>
o.scale = a.default.Random(.3, 1),<br>
o.color = t;<br>
var c = cc.v2(0, 1);<br>
c = c.rotate(a.default.AngleToRadian(a.default.Random(-60, 60)));<br>
var r = a.default.Random(60, 100)<br>
, s = cc.moveBy(.3, c.mul(r));<br>
o.runAction(s),<br>
o.runAction(cc.sequence(cc.delayTime(.05), cc.scaleTo(.25, a.default.Random(.1, .2)))),<br>
o.runAction(cc.sequence(cc.delayTime(.2), cc.fadeOut(.1)))<br>
}<br>
}<br>
,<br>
t.prototype.createBlood = function(e) {<br>
for (var t = 0; t &lt; 3; t++) {<br>
var n = i.default.Spawn(&quot;EffectSprite&quot;);<br>
n.parent = this.downEffectPartiParent;<br>
var o = n.getComponent(&quot;EffectSprite&quot;);<br>
o.Reset(),<br>
n.position = e,<br>
n.scale = 0,<br>
o.SetSprite(r.default.Instance.GetSpriteFrame(&quot;ball&quot;), cc.v2(20, 20)),<br>
o.node.color = (new cc.Color).fromHEX(&quot;#AD0909&quot;),<br>
n.setContentSize(a.default.RandomInteger(16, 18), a.default.RandomInteger(16, 18)),<br>
n.runAction(cc.sequence(cc.delayTime(.5 * t), cc.delayTime(.5), cc.scaleTo(.1, 0))),<br>
n.runAction(cc.sequence(cc.delayTime(.4 * t), cc.scaleTo(.3, 1), cc.moveBy(.6, cc.v2(0, -180)), cc.callFunc(function() {}, n)))<br>
}<br>
}<br>
,<br>
t.prototype.LightBoomAndMove = function(e, t) {<br>
for (var n = a.default.RandomInteger(32, 43), o = 0; o &lt; n; o++) {<br>
var c = cc.instantiate(i.default.GetPrefab(&quot;Lightning&quot;));<br>
c.parent = this.downEffectPartiParent,<br>
c.position = e,<br>
c.opacity = 0,<br>
c.setContentSize(120, 120),<br>
c.scale = a.default.Random(.3, 1.3);<br>
var r = cc.v2(0, 1);<br>
r.rotateSelf(a.default.AngleToRadian(360 * Math.random()));<br>
var s = a.default.Random(30, 120);<br>
c.position.add(r.mul(a.default.Random(0, 30)));<br>
var l = a.default.Random(.9, 1.2)<br>
, u = a.default.Random(.05, .15);<br>
c.runAction(cc.sequence(cc.delayTime(u), cc.delayTime(l * a.default.Random(.1, .3)), cc.scaleTo(.8 * l, a.default.Random(.2, .3)))),<br>
c.opacity = 0,<br>
c.runAction(cc.sequence(cc.delayTime(u), cc.fadeTo(.08, a.default.Random(160, 240)))),<br>
c.runAction(cc.sequence(cc.delayTime(u), cc.moveBy(l, r.mul(s)).easing(cc.easeCubicActionOut()), cc.callFunc(function(e) {<br>
e.stopAllActions(),<br>
e.destroy()<br>
}, this)));<br>
var d = a.default.Random(0, 100) &lt; 50 ? 1 : -1;<br>
c.runAction(cc.sequence(cc.delayTime(u), cc.rotateBy(l, a.default.Random(180, 200) * d)))<br>
}<br>
}<br>
,<br>
t.prototype.RecoveryPigment = function(e) {<br>
for (var t = a.default.RandomInteger(6, 7), n = 0; n &lt; t; n++) {<br>
var o = i.default.Spawn(&quot;EffectSprite&quot;).getComponent(&quot;EffectSprite&quot;);<br>
o.node.parent = this.downEffectPartiParent,<br>
o.Reset(),<br>
o.node.opacity = 0;<br>
var c = r.default.Instance.GetSpriteFrame(&quot;skull&quot;);<br>
o.SetSprite(c, cc.v2(40, 40)),<br>
o.node.position = e.add(cc.v2(a.default.Random(-55, 55), a.default.Random(-15, 40)));<br>
var s = a.default.Random(.4, 1)<br>
, l = a.default.Random(1, 1.2)<br>
, u = a.default.Random(.07, .09) * n;<br>
o.node.runAction(cc.sequence(cc.delayTime(.75 * l), cc.fadeOut(.25 * l), cc.callFunc(function(e) {<br>
i.default.Despawn(&quot;EffectSprite&quot;, e)<br>
}, this))),<br>
o.node.runAction(cc.sequence(cc.delayTime(u), cc.spawn(cc.fadeIn(.15), cc.scaleTo(.15, s), cc.moveBy(l, cc.v2(0, 90 * l)))))<br>
}<br>
}<br>
,<br>
t.prototype.WinkJump = function(e) {<br>
for (var t = a.default.RandomInteger(16, 17), n = 0; n &lt; t; n++) {<br>
var o = i.default.Spawn(&quot;EffectSprite&quot;).getComponent(&quot;EffectSprite&quot;);<br>
o.node.parent = this.upEffectPartiParent,<br>
o.Reset(),<br>
o.SetSprite(r.default.Instance.GetSpriteFrame(&quot;wink&quot;), cc.v2(110, 110)),<br>
o.node.scale = a.default.Random(.3, 1.2),<br>
o.node.opacity = a.default.RandomInteger(170, 250),<br>
o.node.position = e.add(cc.v2(a.default.Random(-30, 30), a.default.Random(-30, 30)));<br>
var c = cc.v2(a.default.Random(-150, 150), a.default.Random(20, -60));<br>
c = cc.v2(o.node.position.add(c));<br>
var s = a.default.Random(1, 1.2)<br>
, l = cc.jumpTo(s, c, a.default.Random(120, 120), 1)<br>
, u = a.default.Random(0, 100) &lt; 50 ? 1 : -1<br>
, d = cc.rotateBy(s, a.default.Random(200, 300) * u)<br>
, p = cc.fadeOut(.2 * s);<br>
o.node.runAction(cc.spawn(l, d)),<br>
o.node.runAction(cc.sequence(cc.delayTime(.8 * s), p, cc.callFunc(function(e) {<br>
i.default.Despawn(&quot;EffectSprite&quot;, e)<br>
}, this)))<br>
}<br>
}<br>
,<br>
t.prototype.RightSelect = function(e, t) {<br>
for (var n = a.default.RandomInteger(20, 23), o = 0; o &lt; n; o++) {<br>
var c = i.default.Spawn(&quot;EffectSprite&quot;).getComponent(&quot;EffectSprite&quot;);<br>
c.node.parent = this.downEffectPartiParent,<br>
c.Reset(),<br>
c.node.position = e,<br>
c.node.opacity = 0;<br>
var s = r.default.Instance.GetSpriteFrame(&quot;star&quot;);<br>
Math.floor(20 * a.default.Random(.4, 1.5));<br>
64,<br>
c.SetSprite(s, cc.v2(64, 64)),<br>
c.node.scale = a.default.Random(.3, 1.6);<br>
var l = cc.v2(0, 1);<br>
l.rotateSelf(a.default.AngleToRadian(360 * Math.random()));<br>
var u = a.default.Random(20, t);<br>
c.node.position.add(l.mul(a.default.Random(0, 30)));<br>
var d = a.default.Random(.9, 1.2)<br>
, p = a.default.Random(.05, .3);<br>
p = a.default.Random(.005, .015) * o,<br>
c.node.runAction(cc.sequence(cc.delayTime(p), cc.delayTime(d * a.default.Random(.1, .3)), cc.scaleTo(.8 * d, a.default.Random(.2, .3)))),<br>
c.node.opacity = 0,<br>
c.node.runAction(cc.sequence(cc.delayTime(p), cc.fadeTo(.08, a.default.Random(160, 240)))),<br>
c.node.runAction(cc.sequence(cc.delayTime(p), cc.moveBy(d, l.mul(u)).easing(cc.easeCubicActionOut()), cc.callFunc(function(e) {<br>
i.default.Despawn(&quot;EffectSprite&quot;, e)<br>
}, this)));<br>
var f = a.default.Random(0, 100) &lt; 50 ? 1 : -1;<br>
c.node.runAction(cc.sequence(cc.delayTime(p), cc.rotateBy(d, a.default.Random(220, 260) * f)))<br>
}<br>
}<br>
,<br>
t.prototype.ShowLandParti = function(e, t) {<br>
for (var n = t, o = [cc.v2(e.x - 8, e.y + 50), cc.v2(e.x + 8, e.y + 50)], c = 0; c &lt; o.length; c++) {<br>
if (o[c].x &lt; e.x)<br>
var r = -1;<br>
else<br>
r = 1;<br>
for (var s = 0; s &lt; n; s++) {<br>
var l = i.default.Spawn(&quot;dieParticle&quot;);<br>
l.parent = this.upEffectPartiParent,<br>
l.stopAllActions(),<br>
l.opacity = 255,<br>
l.scale = a.default.Random(.5, 1);<br>
var u = o[c];<br>
l.setPosition(u);<br>
var d = cc.v2(a.default.RandomInteger(0, 80) * r, a.default.RandomInteger(0, 50))<br>
, p = a.default.RandomInteger(180, 360) * r<br>
, f = a.default.RandomInteger(20, 40);<br>
l.runAction(cc.sequence(cc.spawn(cc.sequence(cc.jumpBy(12 / f, d, f, 1), cc.moveBy(5 / f, cc.v2(0, 0))), cc.rotateTo(15 / f, p)), cc.callFunc(function(e) {}, this)))<br>
}<br>
}<br>
}<br>
,<br>
t.prototype.ShowLandParti1 = function(e, t) {<br>
for (var n = t, o = [cc.v2(e.x - 8, e.y), cc.v2(e.x + 8, e.y)], c = 0; c &lt; o.length; c++) {<br>
if (o[c].x &lt; e.x)<br>
var r = -1;<br>
else<br>
r = 1;<br>
for (var s = 0; s &lt; n; s++) {<br>
var l = i.default.Spawn(&quot;youqi&quot;);<br>
l.parent = this.upEffectPartiParent,<br>
l.stopAllActions(),<br>
l.opacity = 255,<br>
l.scale = a.default.Random(.2, .5);<br>
var u = o[c];<br>
l.setPosition(u);<br>
var d = cc.v2(a.default.RandomInteger(0, 80) * r, a.default.RandomInteger(0, 50))<br>
, p = a.default.RandomInteger(180, 360) * r<br>
, f = a.default.RandomInteger(20, 40);<br>
l.runAction(cc.sequence(cc.spawn(cc.sequence(cc.jumpBy(12 / f, d, f, 1), cc.spawn(cc.moveBy(5 / f, cc.v2(0, -30)), cc.fadeOut(5 / f))), cc.rotateTo(15 / f, p)), cc.callFunc(function(e) {<br>
i.default.Despawn(&quot;youqi&quot;, e)<br>
}, this)))<br>
}<br>
}<br>
}<br>
,<br>
t.prototype.GhostTouchPlayer = function(e) {<br>
for (var t = [cc.v2(e.x - 40, e.y), cc.v2(e.x + 40, e.y)], n = 0; n &lt; t.length; n++) {<br>
if (t[n].x &lt; e.x)<br>
var o = -1;<br>
else<br>
o = 1;<br>
for (var c = 0; c &lt; 15; c++) {<br>
var s = i.default.Spawn(&quot;EffectSprite&quot;);<br>
s.parent = this.upEffectPartiParent;<br>
var l = s.getComponent(&quot;EffectSprite&quot;);<br>
l.Reset();<br>
var u = cc.v2(18, 18);<br>
l.SetSprite(r.default.Instance.GetSpriteFrame(&quot;ball&quot;), u),<br>
s.color = cc.color(120, 120, 120),<br>
s.stopAllActions(),<br>
s.opacity = 255,<br>
s.scale = a.default.Random(.6, 1);<br>
var d = t[n];<br>
s.setPosition(d);<br>
var p = cc.v2(a.default.RandomInteger(-5, 54) * o, a.default.RandomInteger(-20, 20))<br>
, f = a.default.RandomInteger(180, 360) * o<br>
, h = a.default.RandomInteger(15, 45);<br>
s.runAction(cc.sequence(cc.spawn(cc.sequence(cc.jumpBy(12 / h, p, h, 1), cc.spawn(cc.moveBy(5 / h, cc.v2(0, -30)), cc.fadeOut(5 / h))), cc.rotateTo(15 / h, f)), cc.callFunc(function(e) {<br>
i.default.Despawn(&quot;EffectSprite&quot;, e)<br>
}, this)))<br>
}<br>
}<br>
}<br>
,<br>
t.Instance = null,<br>
c([p(cc.Node)], t.prototype, &quot;bgEffect&quot;, void 0),<br>
c([p(cc.Node)], t.prototype, &quot;downEffectPartiParent&quot;, void 0),<br>
c([p(cc.Node)], t.prototype, &quot;upEffectPartiParent&quot;, void 0),<br>
c([p(cc.Node)], t.prototype, &quot;uiEffectParent&quot;, void 0),<br>
c([p(cc.Node)], t.prototype, &quot;cameraNode&quot;, void 0),<br>
c([p(cc.Node)], t.prototype, &quot;fireLightNode&quot;, void 0),<br>
c([p(cc.Node)], t.prototype, &quot;effectTxtParent&quot;, void 0),<br>
c([p(cc.Node)], t.prototype, &quot;bgEffectParent&quot;, void 0),<br>
t = n = c([d], t)<br>
}(cc.Component);<br>
n.default = f,<br>
cc._RF.pop()<br>
}<br>
, {<br>
&quot;../Common/PoolManager&quot;: &quot;PoolManager&quot;,<br>
&quot;../Common/SpriteManager&quot;: &quot;SpriteManager&quot;,<br>
&quot;../Common/Utils&quot;: &quot;Utils&quot;,<br>
&quot;../common/DynamicLoad&quot;: &quot;DynamicLoad&quot;,<br>
&quot;./AudioManager&quot;: &quot;AudioManager&quot;<br>
}],<br>
EffectSprite: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
cc._RF.push(t, &quot;44d58DM3EZDh45gxc2rlMFX&quot;, &quot;EffectSprite&quot;);<br>
var o = this &amp;&amp; this.__extends || function() {<br>
var e = function(t, n) {<br>
return (e = Object.setPrototypeOf || {<br>
__proto__: []<br>
}instanceof Array &amp;&amp; function(e, t) {<br>
e.__proto__ = t<br>
}<br>
|| function(e, t) {<br>
for (var n in t)<br>
t.hasOwnProperty(n) &amp;&amp; (e[n] = t[n])<br>
}<br>
)(t, n)<br>
};<br>
return function(t, n) {<br>
function o() {<br>
this.constructor = t<br>
}<br>
e(t, n),<br>
t.prototype = null === n ? Object.create(n) : (o.prototype = n.prototype,<br>
new o)<br>
}<br>
}()<br>
, c = this &amp;&amp; this.__decorate || function(e, t, n, o) {<br>
var c, a = arguments.length, i = a &lt; 3 ? t : null === o ? o = Object.getOwnPropertyDescriptor(t, n) : o;<br>
if (&quot;object&quot; == typeof Reflect &amp;&amp; &quot;function&quot; == typeof Reflect.decorate)<br>
i = Reflect.decorate(e, t, n, o);<br>
else<br>
for (var r = e.length - 1; r &gt;= 0; r--)<br>
(c = e[r]) &amp;&amp; (i = (a &lt; 3 ? c(i) : a &gt; 3 ? c(t, n, i) : c(t, n)) || i);<br>
return a &gt; 3 &amp;&amp; i &amp;&amp; Object.defineProperty(t, n, i),<br>
i<br>
}<br>
;<br>
Object.defineProperty(n, &quot;__esModule&quot;, {<br>
value: !0<br>
});<br>
var a = e(&quot;./PoolManager&quot;)<br>
, i = cc._decorator<br>
, r = i.ccclass<br>
, s = i.property<br>
, l = function(e) {<br>
function t() {<br>
var t = null !== e &amp;&amp; e.apply(this, arguments) || this;<br>
return t.cameraUrl = &quot;Canvas/mainCamera&quot;,<br>
t.startWork = !1,<br>
t.camera = null,<br>
t.stateCheck = !1,<br>
t<br>
}<br>
return o(t, e),<br>
t.prototype.onLoad = function() {<br>
this.camera = cc.find(this.cameraUrl)<br>
}<br>
,<br>
t.prototype.update = function(e) {<br>
this.stateCheck &amp;&amp; null != this.camera &amp;&amp; (!this.startWork &amp;&amp; this.InScreen() &amp;&amp; (this.startWork = !0),<br>
this.startWork &amp;&amp; !this.InScreen() &amp;&amp; a.default.Despawn(&quot;EffectSprite&quot;, this.node))<br>
}<br>
,<br>
t.prototype.Reset = function() {<br>
this.startWork = !1,<br>
this.stateCheck = !1,<br>
this.node.anchorX = .5,<br>
this.node.anchorY = .5,<br>
this.node.opacity = 255,<br>
this.node.angle = 0,<br>
this.node.scale = 1,<br>
this.node.color = cc.Color.WHITE,<br>
this.node.getComponent(cc.Sprite).sizeMode = cc.Sprite.SizeMode.TRIMMED,<br>
this.node.stopAllActions(),<br>
this.unscheduleAllCallbacks()<br>
}<br>
,<br>
t.prototype.SetSprite = function(e, t) {<br>
void 0 === t &amp;&amp; (t = null),<br>
this.node.getComponent(cc.Sprite).spriteFrame = e,<br>
null != t &amp;&amp; this.node.setContentSize(t.x, t.y)<br>
}<br>
,<br>
t.prototype.SetTargetCamera = function(e) {<br>
this.camera = e<br>
}<br>
,<br>
t.prototype.SwitchStateCheck = function(e) {<br>
this.stateCheck = e<br>
}<br>
,<br>
t.prototype.InScreen = function() {<br>
var e = this.camera.x + cc.winSize.width / 2<br>
, t = this.camera.x - cc.winSize.width / 2<br>
, n = this.camera.y + cc.winSize.height / 2<br>
, o = this.camera.y - cc.winSize.height / 2;<br>
return this.node.x &lt; e + this.node.width / 2 &amp;&amp; this.node.x &gt; t - this.node.width / 2 &amp;&amp; this.node.y &lt; n + this.node.height / 2 &amp;&amp; this.node.y &gt; o + this.node.height / 2<br>
}<br>
,<br>
c([s(cc.String)], t.prototype, &quot;cameraUrl&quot;, void 0),<br>
t = c([r], t)<br>
}(cc.Component);<br>
n.default = l,<br>
cc._RF.pop()<br>
}<br>
, {<br>
&quot;./PoolManager&quot;: &quot;PoolManager&quot;<br>
}],<br>
FailedUi: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
cc._RF.push(t, &quot;78235dKIMdFVqcEjSP7q4OM&quot;, &quot;FailedUi&quot;);<br>
var o = this &amp;&amp; this.__extends || function() {<br>
var e = function(t, n) {<br>
return (e = Object.setPrototypeOf || {<br>
__proto__: []<br>
}instanceof Array &amp;&amp; function(e, t) {<br>
e.__proto__ = t<br>
}<br>
|| function(e, t) {<br>
for (var n in t)<br>
t.hasOwnProperty(n) &amp;&amp; (e[n] = t[n])<br>
}<br>
)(t, n)<br>
};<br>
return function(t, n) {<br>
function o() {<br>
this.constructor = t<br>
}<br>
e(t, n),<br>
t.prototype = null === n ? Object.create(n) : (o.prototype = n.prototype,<br>
new o)<br>
}<br>
}()<br>
, c = this &amp;&amp; this.__decorate || function(e, t, n, o) {<br>
var c, a = arguments.length, i = a &lt; 3 ? t : null === o ? o = Object.getOwnPropertyDescriptor(t, n) : o;<br>
if (&quot;object&quot; == typeof Reflect &amp;&amp; &quot;function&quot; == typeof Reflect.decorate)<br>
i = Reflect.decorate(e, t, n, o);<br>
else<br>
for (var r = e.length - 1; r &gt;= 0; r--)<br>
(c = e[r]) &amp;&amp; (i = (a &lt; 3 ? c(i) : a &gt; 3 ? c(t, n, i) : c(t, n)) || i);<br>
return a &gt; 3 &amp;&amp; i &amp;&amp; Object.defineProperty(t, n, i),<br>
i<br>
}<br>
;<br>
Object.defineProperty(n, &quot;__esModule&quot;, {<br>
value: !0<br>
});<br>
var a = e(&quot;./GameManager&quot;)<br>
, i = e(&quot;../Common/Utils&quot;)<br>
, r = e(&quot;./MainGameUi&quot;)<br>
, s = e(&quot;../common/PlayerInfo&quot;)<br>
, l = e(&quot;../common/DynamicLoad&quot;)<br>
, u = cc._decorator<br>
, d = u.ccclass<br>
, p = u.property<br>
, f = function(e) {<br>
function t() {<br>
var t = null !== e &amp;&amp; e.apply(this, arguments) || this;<br>
return t.clickMask = null,<br>
t.failedUiBox = null,<br>
t.di = null,<br>
t.levelTxt = null,<br>
t.guan = null,<br>
t.continueTip = null,<br>
t.scoreLabel = null,<br>
t.highScoreNode = null,<br>
t.highScore = null,<br>
t.highScoreLabel = null,<br>
t.resultTxt = null,<br>
t.overTxt = null,<br>
t.moreGameBtn = null,<br>
t.reStartBtn = null,<br>
t.failedBoxPos = cc.v2(0, -500),<br>
t.standardScore = 0,<br>
t.canClick = !1,<br>
t.bgMask = null,<br>
t.bencichengji = null,<br>
t.bencichengjiarr = [],<br>
t.gengduoyouxi = null,<br>
t.gengduoyouxiarr = [],<br>
t.adsButton2 = null,<br>
t.bannerButton = null,<br>
t<br>
}<br>
var n;<br>
return o(t, e),<br>
n = t,<br>
t.prototype.onLoad = function() {<br>
null != n.Instance &amp;&amp; n.Instance.destroy(),<br>
n.Instance = this,<br>
this.clickMask.setContentSize(cc.winSize.width, cc.winSize.height),<br>
this.bgMask.setContentSize(cc.winSize.width, cc.winSize.height),<br>
this.failedUiBox.y = cc.winSize.height / 2 + this.failedUiBox.height / 2<br>
}<br>
,<br>
t.prototype.start = function() {<br>
var e = this<br>
, t = i.default.returnCurrentLanType();<br>
this.gengduoyouxi.getComponent(cc.Sprite).spriteFrame = this.gengduoyouxiarr[t - 1],<br>
1 != t &amp;&amp; (this.bencichengji.getComponent(cc.Sprite).spriteFrame = this.bencichengjiarr[t - 1]),<br>
this.continueTip.getComponent(cc.Label).string = 1 == t ? &quot;\u70b9\u51fb\u7ee7\u7eed&quot; : 2 == t ? &quot;\u9ede\u64ca\u7e7c\u7e8c&quot; : 4 == t ? &quot;\ud074\ub9ad \ud558\uc5ec \uacc4\uc18d&quot; : &quot;Click Continue&quot;;<br>
var n = i.default.returnCurrentLanType();<br>
this.adsButton2.active = 1 == n,<br>
this.reStartBtn.runAction(cc.repeatForever(cc.sequence(cc.scaleTo(.5, 1.1), cc.scaleTo(.55, 1), cc.delayTime(.5)))),<br>
cc.tween(this.adsButton2).call(function() {<br>
e.adsButton2.children[0].getComponent(cc.Sprite).spriteFrame = l.default.Instance.adsbutton2[0]<br>
}).delay(.5).call(function() {<br>
e.adsButton2.children[0].getComponent(cc.Sprite).spriteFrame = l.default.Instance.adsbutton2[1]<br>
}).delay(.5).union().repeatForever().start()<br>
}<br>
,<br>
t.prototype.update = function(e) {}<br>
,<br>
t.prototype.adsButtonFunc2 = function() {<br>
window.location.href = &quot;https://activity.doumobfour.club/horse?appkey=8fa2be346ab599d74b7b35732652ab4d&amp;adSpaceKey=189da8b9d29788c1cf058587fa2f7b9c&amp;1=1&quot;<br>
}<br>
,<br>
t.prototype.bannerButtonFunc = function() {<br>
window.location.href = &quot;https://interaction.clotfun.online/horse?appkey=8fa2be346ab599d74b7b35732652ab4d&amp;adSpaceKey=1baa3dd0d2eeb6e18a5f7a6d6e410e1a&amp;from=H5&amp;1=1&quot;<br>
}<br>
,<br>
t.prototype.ShowFailedUi = function(e, t) {<br>
var n = this;<br>
this.scheduleOnce(function() {<br>
r.default.Instance.HideScorePanel(),<br>
n.levelTxt.string = r.default.Instance.level.toString(),<br>
n.scoreLabel.string = s.default.score.toString(),<br>
n.highScoreLabel.string = t,<br>
n.resultTxt.string = n.GetContentByScore(e),<br>
n.overTxt.string = &quot;\u5f53\u524d\u5173\u5361\u5df2\u5b8c\u6210&quot; + Math.floor(r.default.Instance.nowYQ / r.default.Instance.passlevelYQ * 100) + &quot;%&quot;,<br>
n.canClick = !1,<br>
n.levelTxt.string = e,<br>
n.bgMask.runAction(cc.fadeTo(.36, 150)),<br>
n.scheduleOnce(function() {<br>
i.default.CenteredUi(10, this.di, this.levelTxt.node, this.guan),<br>
this.failedUiBox.y = cc.winSize.height / 2 + this.failedUiBox.height / 2,<br>
this.failedUiBox.runAction(cc.sequence(cc.moveTo(.36, this.failedBoxPos).easing(cc.easeBackOut()), cc.callFunc(function() {<br>
this.clickMask.on(cc.Node.EventType.TOUCH_START, this.OnClickCloseMask, this),<br>
this.moreGameBtn.on(cc.Node.EventType.TOUCH_START, this.OnClickMoreGame, this),<br>
this.continueTip.opacity = 0,<br>
this.continueTip.runAction(cc.repeatForever(cc.sequence(cc.fadeIn(.5), cc.delayTime(.5), cc.fadeOut(.5)))),<br>
this.canClick = !0<br>
}, this)))<br>
}, 0)<br>
}, .5)<br>
}<br>
,<br>
t.prototype.HideFailedUi = function() {<br>
this.canClick = !1;<br>
var e = cc.v2(0, cc.winSize.height / 2 + this.failedUiBox.height / 2);<br>
this.failedUiBox.runAction(cc.moveTo(.3, e).easing(cc.easeBackIn()))<br>
}<br>
,<br>
t.prototype.OnClickCloseMask = function() {<br>
this.canClick &amp;&amp; 0 == cc.find(&quot;Canvas/uiEffectPanel&quot;).childrenCount &amp;&amp; a.default.Instance.RestartGame()<br>
}<br>
,<br>
t.prototype.OnClickMoreGame = function() {<br>
this.canClick &amp;&amp; (this.moreGameBtn.off(cc.Node.EventType.TOUCH_START, this.OnClickMoreGame, this),<br>
this.canClick = !1,<br>
this.moreGameBtn.runAction(cc.sequence(cc.scaleTo(.1, .7), cc.scaleTo(.1, .6))),<br>
this.scheduleOnce(function() {<br>
window.location.href = &quot;http://m.wesane.com/&quot;<br>
}, .15),<br>
cc.log(111111111111))<br>
}<br>
,<br>
t.prototype.GetContentByScore = function(e) {<br>
var t = Math.ceil(e / 1500 * 94);<br>
t &gt; 94 &amp;&amp; (t = 94);<br>
var n = 5 + t;<br>
return &quot;\u51fb\u8d25\u4e86\u5168\u7403&quot; + n + &quot;%\u7684\u73a9\u5bb6\uff01&quot;,<br>
[&quot;\u51fb\u8d25\u4e86\u5168\u7403&quot; + n + &quot;%\u7684\u73a9\u5bb6\uff01&quot;, &quot;\u64ca\u6557\u4e86\u5168\u7403&quot; + n + &quot;%\u7684\u73a9\u5bb6\uff01&quot;, &quot;Beat &quot; + n + &quot; % of global players&quot;, &quot;\uc804 \uc138\uacc4&quot; + n + &quot;% \uc758 \uc720 \uc800 \ub97c \uc774 \uacbc \uc2b5 \ub2c8 \ub2e4&quot;][i.default.returnCurrentLanType() - 1]<br>
}<br>
,<br>
t.Instance = null,<br>
c([p(cc.Node)], t.prototype, &quot;clickMask&quot;, void 0),<br>
c([p(cc.Node)], t.prototype, &quot;failedUiBox&quot;, void 0),<br>
c([p(cc.Node)], t.prototype, &quot;di&quot;, void 0),<br>
c([p(cc.Label)], t.prototype, &quot;levelTxt&quot;, void 0),<br>
c([p(cc.Node)], t.prototype, &quot;guan&quot;, void 0),<br>
c([p(cc.Node)], t.prototype, &quot;continueTip&quot;, void 0),<br>
c([p(cc.Label)], t.prototype, &quot;scoreLabel&quot;, void 0),<br>
c([p(cc.Node)], t.prototype, &quot;highScoreNode&quot;, void 0),<br>
c([p(cc.Node)], t.prototype, &quot;highScore&quot;, void 0),<br>
c([p(cc.Label)], t.prototype, &quot;highScoreLabel&quot;, void 0),<br>
c([p(cc.Label)], t.prototype, &quot;resultTxt&quot;, void 0),<br>
c([p(cc.Label)], t.prototype, &quot;overTxt&quot;, void 0),<br>
c([p(cc.Node)], t.prototype, &quot;moreGameBtn&quot;, void 0),<br>
c([p(cc.Node)], t.prototype, &quot;reStartBtn&quot;, void 0),<br>
c([p(cc.Vec2)], t.prototype, &quot;failedBoxPos&quot;, void 0),<br>
c([p], t.prototype, &quot;standardScore&quot;, void 0),<br>
c([p(cc.Node)], t.prototype, &quot;bgMask&quot;, void 0),<br>
c([p(cc.Node)], t.prototype, &quot;bencichengji&quot;, void 0),<br>
c([p(cc.SpriteFrame)], t.prototype, &quot;bencichengjiarr&quot;, void 0),<br>
c([p(cc.Node)], t.prototype, &quot;gengduoyouxi&quot;, void 0),<br>
c([p(cc.SpriteFrame)], t.prototype, &quot;gengduoyouxiarr&quot;, void 0),<br>
c([p(cc.Node)], t.prototype, &quot;adsButton2&quot;, void 0),<br>
c([p(cc.Node)], t.prototype, &quot;bannerButton&quot;, void 0),<br>
t = n = c([d], t)<br>
}(cc.Component);<br>
n.default = f,<br>
cc._RF.pop()<br>
}<br>
, {<br>
&quot;../Common/Utils&quot;: &quot;Utils&quot;,<br>
&quot;../common/DynamicLoad&quot;: &quot;DynamicLoad&quot;,<br>
&quot;../common/PlayerInfo&quot;: &quot;PlayerInfo&quot;,<br>
&quot;./GameManager&quot;: &quot;GameManager&quot;,<br>
&quot;./MainGameUi&quot;: &quot;MainGameUi&quot;<br>
}],<br>
GameConfig: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
cc._RF.push(t, &quot;f0663sWtfNKCKOL+Hvnt0cI&quot;, &quot;GameConfig&quot;);<br>
var o = {<br>
GameClubButton: null,<br>
GameScene: null,<br>
launchScene: null,<br>
Bros: null,<br>
caS: null,<br>
MAIN_MENU_NUM: &quot;Classic&quot;,<br>
gameScore: 0,<br>
standScore: 30,<br>
GAME_OVER_BOOL: !0,<br>
publicGameBool: !1,<br>
ranLinkData: null,<br>
recGameData: null,<br>
InfoData: null,<br>
endShow0: null,<br>
endShow1: null,<br>
endShow2: null,<br>
endShow3: null,<br>
infoGameName: null,<br>
showText: null,<br>
startText: null,<br>
moreGameText: null,<br>
playAgainText: null,<br>
playNum: 0,<br>
noTouchBool: !0,<br>
returnRanNum: function(e, t) {<br>
return e + Math.floor(Math.random() * (t - e + 1))<br>
}<br>
};<br>
t.exports = o,<br>
cc._RF.pop()<br>
}<br>
, {}],<br>
GameFunction: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
cc._RF.push(t, &quot;922f3dsGCZCHbXJvwDr0rdF&quot;, &quot;GameFunction&quot;);<br>
var o = this &amp;&amp; this.__extends || function() {<br>
var e = function(t, n) {<br>
return (e = Object.setPrototypeOf || {<br>
__proto__: []<br>
}instanceof Array &amp;&amp; function(e, t) {<br>
e.__proto__ = t<br>
}<br>
|| function(e, t) {<br>
for (var n in t)<br>
t.hasOwnProperty(n) &amp;&amp; (e[n] = t[n])<br>
}<br>
)(t, n)<br>
};<br>
return function(t, n) {<br>
function o() {<br>
this.constructor = t<br>
}<br>
e(t, n),<br>
t.prototype = null === n ? Object.create(n) : (o.prototype = n.prototype,<br>
new o)<br>
}<br>
}()<br>
, c = this &amp;&amp; this.__decorate || function(e, t, n, o) {<br>
var c, a = arguments.length, i = a &lt; 3 ? t : null === o ? o = Object.getOwnPropertyDescriptor(t, n) : o;<br>
if (&quot;object&quot; == typeof Reflect &amp;&amp; &quot;function&quot; == typeof Reflect.decorate)<br>
i = Reflect.decorate(e, t, n, o);<br>
else<br>
for (var r = e.length - 1; r &gt;= 0; r--)<br>
(c = e[r]) &amp;&amp; (i = (a &lt; 3 ? c(i) : a &gt; 3 ? c(t, n, i) : c(t, n)) || i);<br>
return a &gt; 3 &amp;&amp; i &amp;&amp; Object.defineProperty(t, n, i),<br>
i<br>
}<br>
;<br>
Object.defineProperty(n, &quot;__esModule&quot;, {<br>
value: !0<br>
});<br>
var a = e(&quot;../common/PlayerInfo&quot;)<br>
, i = e(&quot;./MainGameUi&quot;)<br>
, r = e(&quot;../Common/PoolManager&quot;)<br>
, s = e(&quot;../Common/Utils&quot;)<br>
, l = e(&quot;./GameManager&quot;)<br>
, u = e(&quot;./AudioManager&quot;)<br>
, d = e(&quot;../common/DynamicLoad&quot;)<br>
, p = cc._decorator<br>
, f = p.ccclass<br>
, h = p.property<br>
, m = function(e) {<br>
function t() {<br>
var t = null !== e &amp;&amp; e.apply(this, arguments) || this;<br>
return t.bgLayer = null,<br>
t.bgCamera = null,<br>
t.mainCamera = null,<br>
t.fruitNode = null,<br>
t.lineNode = null,<br>
t.bazieffect = null,<br>
t.downEffect = null,<br>
t.fruitPre = null,<br>
t.fruitS = [],<br>
t.step = 0,<br>
t.guideTime = 0,<br>
t.targetFruit = null,<br>
t.fruitHeigth = -1200,<br>
t.endOne = 0,<br>
t<br>
}<br>
var n;<br>
return o(t, e),<br>
n = t,<br>
t.prototype.onLoad = function() {<br>
null != n.Instance &amp;&amp; n.Instance.destroy(),<br>
n.Instance = this,<br>
a.default.playerTouch = !0,<br>
a.default.score = 0,<br>
a.default.knifeStatic = &quot;Idle&quot;,<br>
a.default.knifeLR = 1,<br>
a.default.GameUpdateCtrl = !0<br>
}<br>
,<br>
t.prototype.start = function() {<br>
a.default.playNum,<br>
a.default.bgNumber &gt;= 3 &amp;&amp; (a.default.bgNumber = 0),<br>
a.default.bgNumber++,<br>
a.default.playNum++,<br>
cc.tween(this.lineNode.children[0]).to(.3, {<br>
opacity: 255<br>
}).to(.3, {<br>
opacity: 0<br>
}).union().repeatForever().start(),<br>
this.lineNode.children[0].active = !1,<br>
this.fruitS = [&quot;PuTaoS&quot;, &quot;YingTaoS&quot;, &quot;JuZiS&quot;, &quot;NingMengS&quot;, &quot;MiHouTaoS&quot;, &quot;XiHongShiS&quot;, &quot;TaoS&quot;, &quot;BoLuoS&quot;, &quot;YeZiS&quot;, &quot;XiGuaS&quot;],<br>
this.createOneFruit(0)<br>
}<br>
,<br>
t.prototype.update = function(e) {<br>
a.default.GameUpdateCtrl,<br>
this.lineNode.children[0].y - n.Instance.fruitHeigth &lt; 100 &amp;&amp; this.lineNode.children[0].y - n.Instance.fruitHeigth &gt;= 0 &amp;&amp; (this.lineNode.children[0].active = !0),<br>
this.lineNode.children[0].y - n.Instance.fruitHeigth &gt; 100 &amp;&amp; (this.lineNode.children[0].active = !1)<br>
}<br>
,<br>
t.prototype.end = function() {<br>
var e = this;<br>
if (0 == this.endOne) {<br>
for (var t = 0, n = function(n) {<br>
setTimeout(function() {<br>
e.createFruitL(e.fruitNode.children[n].getComponent(&quot;fruitData&quot;).fruitNumber, e.fruitNode.children[n].position, e.fruitNode.children[n].width),<br>
a.default.score += e.fruitNode.children[n].getComponent(&quot;fruitData&quot;).fruitNumber + 1,<br>
i.default.Instance.SetScoreTween(a.default.score),<br>
e.fruitNode.children[n].active = !1<br>
}, 100 * ++t)<br>
}, o = this.fruitNode.children.length - 1; o &gt;= 0; o--)<br>
n(o);<br>
this.lineNode.active = !0;<br>
for (var c = 1; c &lt; this.lineNode.children.length; c++)<br>
this.lineNode.children[c].active = !1;<br>
this.scheduleOnce(function() {<br>
l.default.Instance.ToEnd()<br>
}, 4),<br>
this.endOne++<br>
}<br>
}<br>
,<br>
t.prototype.testEnd = function() {<br>
var e = this;<br>
if (this.lineNode.children[0].y - n.Instance.fruitHeigth &lt; -20 &amp;&amp; 0 == this.endOne) {<br>
for (var t = 0; t &lt; this.fruitNode.children.length; t++)<br>
this.fruitNode.children[t].removeComponent(cc.PhysicsCircleCollider),<br>
this.fruitNode.children[t].removeComponent(cc.RigidBody);<br>
for (var o = function(t) {<br>
setTimeout(function() {<br>
e.createFruitL(e.fruitNode.children[t].getComponent(&quot;fruitData&quot;).fruitNumber, e.fruitNode.children[t].position, e.fruitNode.children[t].width),<br>
a.default.score += e.fruitNode.children[t].getComponent(&quot;fruitData&quot;).fruitNumber + 1,<br>
i.default.Instance.SetScoreTween(a.default.score),<br>
e.fruitNode.children[t].active = !1<br>
}, 100 * t)<br>
}, c = 0; c &lt; this.fruitNode.children.length; c++)<br>
o(c);<br>
this.lineNode.active = !0;<br>
for (t = 1; t &lt; this.lineNode.children.length; t++)<br>
this.lineNode.children[t].active = !1;<br>
a.default.GameUpdateCtrl = !1,<br>
this.scheduleOnce(function() {<br>
l.default.Instance.ToEnd()<br>
}, 4),<br>
this.endOne++<br>
}<br>
}<br>
,<br>
t.prototype.findHighestFruit = function() {<br>
for (var e = this.fruitNode.children[0].y, t = 1; t &lt; this.fruitNode.children.length; t++) {<br>
var n = this.fruitNode.children[t].y + this.fruitNode.children[t].width / 2;<br>
e &lt; n &amp;&amp; (e = n)<br>
}<br>
return e<br>
}<br>
,<br>
t.prototype.createOneFruit = function(e) {<br>
var t = this<br>
, n = cc.instantiate(this.fruitPre);<br>
n.parent = this.lineNode,<br>
n.getComponent(cc.Sprite).spriteFrame = d.default.Instance.fruit[e],<br>
n.children[0].getComponent(cc.Sprite).spriteFrame = d.default.Instance.fruit[e],<br>
n.getComponent(&quot;fruitData&quot;).fruitNumber = e,<br>
n.position = this.lineNode.children[1].position,<br>
n.scale = 0,<br>
n.getComponent(cc.RigidBody).type = cc.RigidBodyType.Static,<br>
n.getComponent(cc.PhysicsCircleCollider).radius = 0,<br>
n.getComponent(cc.PhysicsCircleCollider).apply(),<br>
cc.tween(n).to(.5, {<br>
scale: 1<br>
}, {<br>
easing: &quot;backOut&quot;<br>
}).call(function() {<br>
t.targetFruit = n<br>
}).start()<br>
}<br>
,<br>
t.prototype.createLevelUpFruit = function(e, t) {<br>
var o = cc.instantiate(this.fruitPre);<br>
o.parent = this.fruitNode,<br>
o.getComponent(cc.Sprite).spriteFrame = d.default.Instance.fruit[e],<br>
o.children[0].getComponent(cc.Sprite).spriteFrame = d.default.Instance.fruit[e],<br>
o.getComponent(&quot;fruitData&quot;).fruitNumber = e,<br>
o.position = t,<br>
o.scale = 0,<br>
o.getComponent(cc.RigidBody).linearVelocity = cc.v2(0, -100),<br>
o.getComponent(cc.PhysicsCircleCollider).radius = o.height / 2,<br>
o.getComponent(cc.PhysicsCircleCollider).apply(),<br>
cc.tween(o).to(.5, {<br>
scale: 1<br>
}, {<br>
easing: &quot;backOut&quot;<br>
}).call(function() {<br>
null != o.getComponent(cc.PhysicsCircleCollider) &amp;&amp; (o.getComponent(cc.PhysicsCircleCollider).radius = o.height / 2,<br>
o.getComponent(cc.RigidBody).type = cc.RigidBodyType.Dynamic,<br>
o.getComponent(cc.PhysicsCircleCollider).apply())<br>
}).start(),<br>
n.Instance.fruitHeigth = n.Instance.findHighestFruit()<br>
}<br>
,<br>
t.prototype.createFruitSui = function(e, t) {}<br>
,<br>
t.prototype.createFruitL = function(e, t, n) {<br>
u.default.Instance.Play(3, !1, .5),<br>
u.default.Instance.Play(6, !1, .3);<br>
for (var o = 0; o &lt; 10; o++) {<br>
var c = r.default.Spawn(&quot;juicePre&quot;, this.downEffect);<br>
c.getComponent(cc.Sprite).spriteFrame = d.default.Instance.fruitL[e];<br>
var a = 359 * Math.random()<br>
, i = 30 * Math.random() + n / 2<br>
, l = cc.v2(Math.sin(a * Math.PI / 180) * i, Math.cos(a * Math.PI / 180) * i);<br>
c.scale = .5 * Math.random() + n / 100;<br>
var p = .5 * Math.random();<br>
c.position = t,<br>
c.runAction(cc.sequence(cc.spawn(cc.moveBy(p, l), cc.scaleTo(p + .5, .3), cc.rotateBy(p + .5, s.default.RandomInteger(-360, 360))), cc.fadeOut(.1), cc.callFunc(function() {<br>
h.active = !1<br>
}, this)))<br>
}<br>
for (var f = 0; f &lt; 20; f++) {<br>
var h = r.default.Spawn(&quot;juicePre&quot;, this.downEffect);<br>
h.getComponent(cc.Sprite).spriteFrame = d.default.Instance.guozhiL[e],<br>
h.active = !0;<br>
a = 359 * Math.random(),<br>
i = 30 * Math.random() + n / 2,<br>
l = cc.v2(Math.sin(a * Math.PI / 180) * i, Math.cos(a * Math.PI / 180) * i);<br>
h.scale = .5 * Math.random() + n / 100;<br>
p = .5 * Math.random();<br>
h.position = t,<br>
h.runAction(cc.sequence(cc.spawn(cc.moveBy(p, l), cc.scaleTo(p + .5, .3)), cc.fadeOut(.1), cc.callFunc(function() {<br>
h.active = !1<br>
}, this)))<br>
}<br>
var m = r.default.Spawn(&quot;juicePre&quot;, this.downEffect);<br>
m.getComponent(cc.Sprite).spriteFrame = d.default.Instance.guozhiZ[e],<br>
m.position = t,<br>
m.scale = 0,<br>
m.angle = s.default.RandomInteger(0, 360),<br>
m.runAction(cc.sequence(cc.spawn(cc.scaleTo(.2, n / 150), cc.fadeOut(1)), cc.callFunc(function() {<br>
m.active = !1<br>
})))<br>
}<br>
,<br>
t.prototype.levelUpEffect = function() {<br>
for (var e = 0; e &lt; 25; e++) {<br>
var t = r.default.Spawn(&quot;lightEffect&quot;, this.downEffect);<br>
t.scale = .3 * Math.random() + .2,<br>
t.opacity = 210;<br>
var n = 360 * Math.random() * Math.PI / 180<br>
, o = 20 * Math.random()<br>
, c = 35 + 60 * Math.random()<br>
, a = cc.v2(Math.sin(n) * (o + c), Math.cos(n) * (o + c));<br>
cc.tween(t).to(.8, {<br>
position: a,<br>
angle: s.default.getRandomNum(180, 360, !0),<br>
opacity: s.default.getRandomNum(.4, .8)<br>
}, {<br>
easing: &quot;cubicOut&quot;<br>
}).then(cc.removeSelf(!0))<br>
}<br>
}<br>
,<br>
t.prototype.conboHit = function(e) {<br>
var t = this;<br>
u.default.Instance.Play(5, !1, .5);<br>
var n = r.default.Spawn(&quot;addScore&quot;, this.bazieffect);<br>
n.position = cc.v2(0, -200),<br>
n.scale = .2,<br>
n.children[0].getComponent(cc.Label).string = e,<br>
n.runAction(cc.sequence(cc.spawn(cc.scaleTo(.3, 1), cc.moveBy(.3, 0, 200), cc.rotateBy(.3, 720), cc.callFunc(function() {<br>
t.getScore(10 * e, cc.v2(0, -200), .8, .5)<br>
})), cc.fadeOut(.5))),<br>
this.levelUpEffect()<br>
}<br>
,<br>
t.prototype.getScore = function(e, t, n, o) {<br>
var c = r.default.Spawn(&quot;score&quot;, this.bazieffect);<br>
c.position = t,<br>
c.scale = .2,<br>
c.children[1].getComponent(cc.Label).string = e,<br>
c.runAction(cc.sequence(cc.spawn(cc.scaleTo(.3, n), cc.moveBy(.3, 0, 150), cc.rotateBy(.3, 720)), cc.fadeOut(o)))<br>
}<br>
,<br>
t.prototype.ribbonEffect = function(e) {<br>
u.default.Instance.Play(3, !1, 1);<br>
for (var t = s.default.getRandomNum(80, 100), n = 0; n &lt; t; n++) {<br>
var o = r.default.Spawn(&quot;star&quot;, this.bazieffect);<br>
o.getComponent(cc.Sprite).spriteFrame = d.default.Instance.fllows[s.default.getRandomNum(0, 5, !0)],<br>
o.position = e;<br>
e.x;<br>
o.setScale(s.default.getRandomNum(.7, 1));<br>
var c = 360 * Math.random() * Math.PI / 180<br>
, a = 360 * Math.random()<br>
, i = cc.v2(o.x + Math.sin(c) * a, o.y + Math.cos(c) * a + 150);<br>
cc.v2(i.x, i.y + 100);<br>
o.runAction(cc.sequence(cc.spawn(cc.moveTo(.255, i).easing(cc.easeCubicActionOut()), cc.scaleTo(.255, 1 * Math.random() + .5), cc.moveBy(4.25, cc.v2(0, .8 * -cc.winSize.height - Math.random() * cc.winSize.height)), cc.rotateBy(4.25, (1800 * Math.random() + 1200) * (Math.random() &gt; .5 ? 1 : -1)), cc.sequence(cc.moveBy(.17 * (8 * Math.random() + 6), cc.v2((100 * Math.random() + 100) * (Math.random() &gt; .5 ? -1 : 1), 0)), cc.moveBy(.17 * (8 * Math.random() + 6), cc.v2((100 * Math.random() + 100) * (Math.random() &gt; .5 ? -1 : 1), 0)), cc.moveBy(.17 * (8 * Math.random() + 6), cc.v2((100 * Math.random() + 100) * (Math.random() &gt; .5 ? -1 : 1), 0))), cc.sequence(cc.delayTime(.17 * s.default.getRandomNum(20, 24.5)), cc.fadeOut(.17))), cc.removeSelf(!0)))<br>
}<br>
}<br>
,<br>
t.prototype.ShowLandParti = function(e, t) {<br>
for (var n = t, o = [cc.v2(e.position.x - 8, e.position.y), cc.v2(e.position.x + 8, e.position.y)], c = 0; c &lt; o.length; c++) {<br>
if (o[c].x &lt; e.position.x)<br>
var a = -1;<br>
else<br>
a = 1;<br>
for (var i = function() {<br>
var t = r.default.Spawn(&quot;juicePre&quot;, e);<br>
t.setSiblingIndex(4),<br>
t.getComponent(cc.Sprite).spriteFrame = d.default.Instance.fllows[s.default.getRandomNum(0, 5, !0)],<br>
t.stopAllActions(),<br>
t.opacity = 255,<br>
t.scale = .3;<br>
var n = o[c];<br>
t.setPosition(n);<br>
var i = cc.v2(s.default.getRandomNum(0, 400, !0) * a, -s.default.getRandomNum(300, 500, !0))<br>
, u = s.default.getRandomNum(1440, 3600, !0) * a<br>
, p = s.default.getRandomNum(450, 600, !0);<br>
t.runAction(cc.sequence(cc.spawn(cc.sequence(cc.jumpBy(s.default.RandomInteger(1500, 1700) / p, i, p, 1), cc.spawn(cc.moveBy(50 / p, cc.v2(0, -30)), cc.fadeOut(50 / p))), cc.scaleTo(s.default.RandomInteger(1500, 1700) / p, s.default.getRandomNum(.4, .7, !1)), cc.rotateTo(s.default.RandomInteger(1500, 1700) / p, u / 2)), cc.callFunc(function() {<br>
r.default.Despawn(&quot;juicePre&quot;, t)<br>
}, l)))<br>
}, l = this, u = 0; u &lt; n; u++)<br>
i()<br>
}<br>
}<br>
,<br>
t.Instance = null,<br>
c([h(cc.Node)], t.prototype, &quot;bgLayer&quot;, void 0),<br>
c([h(cc.Node)], t.prototype, &quot;bgCamera&quot;, void 0),<br>
c([h(cc.Node)], t.prototype, &quot;mainCamera&quot;, void 0),<br>
c([h(cc.Node)], t.prototype, &quot;fruitNode&quot;, void 0),<br>
c([h(cc.Node)], t.prototype, &quot;lineNode&quot;, void 0),<br>
c([h(cc.Node)], t.prototype, &quot;bazieffect&quot;, void 0),<br>
c([h(cc.Node)], t.prototype, &quot;downEffect&quot;, void 0),<br>
c([h(cc.Prefab)], t.prototype, &quot;fruitPre&quot;, void 0),<br>
t = n = c([f], t)<br>
}(cc.Component);<br>
n.default = m,<br>
cc._RF.pop()<br>
}<br>
, {<br>
&quot;../Common/PoolManager&quot;: &quot;PoolManager&quot;,<br>
&quot;../Common/Utils&quot;: &quot;Utils&quot;,<br>
&quot;../common/DynamicLoad&quot;: &quot;DynamicLoad&quot;,<br>
&quot;../common/PlayerInfo&quot;: &quot;PlayerInfo&quot;,<br>
&quot;./AudioManager&quot;: &quot;AudioManager&quot;,<br>
&quot;./GameManager&quot;: &quot;GameManager&quot;,<br>
&quot;./MainGameUi&quot;: &quot;MainGameUi&quot;<br>
}],<br>
GameManager: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
cc._RF.push(t, &quot;e5ba8qbQSBBz6Xl6OzdDwcL&quot;, &quot;GameManager&quot;);<br>
var o = this &amp;&amp; this.__extends || function() {<br>
var e = function(t, n) {<br>
return (e = Object.setPrototypeOf || {<br>
__proto__: []<br>
}instanceof Array &amp;&amp; function(e, t) {<br>
e.__proto__ = t<br>
}<br>
|| function(e, t) {<br>
for (var n in t)<br>
t.hasOwnProperty(n) &amp;&amp; (e[n] = t[n])<br>
}<br>
)(t, n)<br>
};<br>
return function(t, n) {<br>
function o() {<br>
this.constructor = t<br>
}<br>
e(t, n),<br>
t.prototype = null === n ? Object.create(n) : (o.prototype = n.prototype,<br>
new o)<br>
}<br>
}()<br>
, c = this &amp;&amp; this.__decorate || function(e, t, n, o) {<br>
var c, a = arguments.length, i = a &lt; 3 ? t : null === o ? o = Object.getOwnPropertyDescriptor(t, n) : o;<br>
if (&quot;object&quot; == typeof Reflect &amp;&amp; &quot;function&quot; == typeof Reflect.decorate)<br>
i = Reflect.decorate(e, t, n, o);<br>
else<br>
for (var r = e.length - 1; r &gt;= 0; r--)<br>
(c = e[r]) &amp;&amp; (i = (a &lt; 3 ? c(i) : a &gt; 3 ? c(t, n, i) : c(t, n)) || i);<br>
return a &gt; 3 &amp;&amp; i &amp;&amp; Object.defineProperty(t, n, i),<br>
i<br>
}<br>
;<br>
Object.defineProperty(n, &quot;__esModule&quot;, {<br>
value: !0<br>
});<br>
var a = e(&quot;./FailedUi&quot;)<br>
, i = e(&quot;./MainGameUi&quot;)<br>
, r = e(&quot;./DataManager&quot;)<br>
, s = e(&quot;../common/PlayerInfo&quot;)<br>
, l = cc._decorator<br>
, u = l.ccclass<br>
, d = (l.property,<br>
function(e) {<br>
function t() {<br>
var t = null !== e &amp;&amp; e.apply(this, arguments) || this;<br>
return t.isStart = !1,<br>
t.level = 0,<br>
t.score = 0,<br>
t.inGuide = !1,<br>
t<br>
}<br>
var n;<br>
return o(t, e),<br>
n = t,<br>
t.prototype.onLoad = function() {<br>
null != n.Instance &amp;&amp; n.Instance.destroy(),<br>
n.Instance = this,<br>
cc.find(&quot;Canvas/bgLayer&quot;).setContentSize(cc.winSize.width, cc.winSize.height)<br>
}<br>
,<br>
t.prototype.start = function() {<br>
this.PhysicsSystemCtrl(!0, !1)<br>
}<br>
,<br>
t.prototype.update = function(e) {}<br>
,<br>
t.prototype.lateUpdate = function() {<br>
this.score = s.default.score<br>
}<br>
,<br>
t.prototype.SetScore = function(e) {<br>
this.score = e,<br>
i.default.Instance.SetScoreTween(this.score)<br>
}<br>
,<br>
t.prototype.GameOver = function() {<br>
var e = cc.find(&quot;Canvas&quot;).getComponent(&quot;MainGameJS&quot;)<br>
, t = r.default.Instance.GetPlayerHighScore();<br>
this.score &gt; t &amp;&amp; (t = this.score,<br>
r.default.Instance.SetPlayerHighScore(t)),<br>
e.SetScore(this.score),<br>
e.SetGameEndScore(),<br>
a.default.Instance.ShowFailedUi(s.default.score, t)<br>
}<br>
,<br>
t.prototype.RestartGame = function() {<br>
cc.find(&quot;Canvas&quot;).getComponent(&quot;MainGameJS&quot;).RestartGame()<br>
}<br>
,<br>
t.prototype.GetGameEndShowInfo = function() {<br>
return cc.find(&quot;Canvas&quot;).getComponent(&quot;MainGameJS&quot;).GetGameEndInfo()<br>
}<br>
,<br>
t.prototype.ToEnd = function() {<br>
cc.find(&quot;Canvas&quot;).getComponent(&quot;MainGameJS&quot;).gameEnd1()<br>
}<br>
,<br>
t.prototype.PhysicsSystemCtrl = function(e, t) {<br>
cc.director.getPhysicsManager().enabled = e,<br>
cc.director.getPhysicsManager().gravity = cc.v2(0, -300),<br>
t &amp;&amp; (cc.director.getPhysicsManager().debugDrawFlags = cc.PhysicsManager.DrawBits.e_shapeBit),<br>
cc.director.getCollisionManager().enabled = e,<br>
cc.director.getCollisionManager().enabledDebugDraw = t<br>
}<br>
,<br>
t.Instance = null,<br>
t.isShowAd = !1,<br>
t = n = c([u], t)<br>
}(cc.Component));<br>
n.default = d,<br>
cc._RF.pop()<br>
}<br>
, {<br>
&quot;../common/PlayerInfo&quot;: &quot;PlayerInfo&quot;,<br>
&quot;./DataManager&quot;: &quot;DataManager&quot;,<br>
&quot;./FailedUi&quot;: &quot;FailedUi&quot;,<br>
&quot;./MainGameUi&quot;: &quot;MainGameUi&quot;<br>
}],<br>
GameUiTools: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
cc._RF.push(t, &quot;b21e8tF461OFalpptyeuAE2&quot;, &quot;GameUiTools&quot;);<br>
e(&quot;GameConfig&quot;);<br>
var o = {<br>
newSprite: function(e, t) {<br>
var n = new cc.Node;<br>
return t ? (e = e.split(&quot;.&quot;)[0],<br>
n.addComponent(cc.Sprite).spriteFrame = GameTools.love2048FrameCache.getSpriteFrame(e)) : n.addComponent(cc.Sprite).spriteFrame = new cc.SpriteFrame(&quot;res/raw-assets/resources/&quot; + e),<br>
n<br>
},<br>
setNodeSpriteFrame: function(e, t) {<br>
e.getComponent(cc.Sprite).spriteFrame = GameTools.love2048FrameCache.getSpriteFrame(t)<br>
},<br>
setButtonClickEvents: function(e, t, n, o, c) {<br>
var a = new Array;<br>
void 0 == t.length ? a[0] = t : a = t;<br>
for (var i = 0; i &lt; a.length; i++) {<br>
var r = new cc.Component.EventHandler;<br>
r.target = e.node,<br>
r.component = e.node.name,<br>
r.handler = n,<br>
void 0 == t.length ? r.customEventData = o : r.customEventData = i;<br>
var s = a[i].addComponent(cc.Button);<br>
s.clickEvents.push(r),<br>
(void 0 == c || c) &amp;&amp; (s.transition = cc.Button.Transition.SCALE,<br>
s.duration = .1,<br>
s.zoomScale = 1.2)<br>
}<br>
},<br>
scheduleOnce: function(e, t, n) {<br>
e.runAction(cc.sequence(cc.delayTime(n), cc.callFunc(t, e)))<br>
},<br>
loadingScene: function(e, t) {<br>
t ? cc.loader.loadRes(&quot;panel/LoadingLayer&quot;, function(t, n) {<br>
var o = cc.instantiate(n);<br>
cc.director.getScene().children[0].addChild(o),<br>
cc.director.preloadScene(e, function() {<br>
cc.director.loadScene(e)<br>
})<br>
}) : cc.director.preloadScene(e, function() {<br>
cc.director.loadScene(e)<br>
})<br>
},<br>
loadingLayer: function(e) {<br>
cc.loader.loadRes(e, function(e, t) {<br>
if (!e) {<br>
var n = cc.instantiate(t);<br>
cc.director.getScene().children[0].addChild(n, 100)<br>
}<br>
})<br>
}<br>
};<br>
t.exports = o,<br>
cc._RF.pop()<br>
}<br>
, {<br>
GameConfig: &quot;GameConfig&quot;<br>
}],<br>
HttpManagerJs: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
var o;<br>
function c(e, t, n) {<br>
return t in e ? Object.defineProperty(e, t, {<br>
value: n,<br>
enumerable: !0,<br>
configurable: !0,<br>
writable: !0<br>
}) : e[t] = n,<br>
e<br>
}<br>
cc._RF.push(t, &quot;197e1hfNnxIcJx73V3VhUxY&quot;, &quot;HttpManagerJs&quot;);<br>
var a = e(&quot;GameConfig&quot;)<br>
, i = (c(o = {<br>
URL: &quot;http://www.wesane.com/h5service.php/Interface/services&quot;,<br>
cacheList: null,<br>
isBusy: null,<br>
req: null,<br>
perform: null,<br>
retGameId: 0<br>
}, &quot;cacheList&quot;, []),<br>
c(o, &quot;ctor&quot;, function() {}),<br>
c(o, &quot;checkHave&quot;, function() {<br>
this.isBusy || this.sendOne()<br>
}),<br>
c(o, &quot;httpInitUrl&quot;, function(e) {<br>
console.log(&quot;data&quot;, this.URL),<br>
this.retGameId = e<br>
}),<br>
c(o, &quot;send&quot;, function(e, t, n, o) {<br>
this.cacheList.push({<br>
type: e,<br>
data: t,<br>
func: n,<br>
target: o<br>
}),<br>
this.isBusy || this.sendOne()<br>
}),<br>
c(o, &quot;sendOne&quot;, function() {<br>
if (0 != this.cacheList.length) {<br>
this.isBusy = !0,<br>
this.perform = this.cacheList.shift(),<br>
this.req = cc.loader.getXMLHttpRequest(),<br>
this.req.onreadystatechange = this.onDataHandler.bind(this),<br>
this.req.onerror = this.onErrorHandler.bind(this),<br>
this.req.ontimeout = this.onTimeoutHandler.bind(this),<br>
this.req.timeout = 2e3,<br>
cc.log(&quot;pos&quot;, this.URL),<br>
this.req.open(&quot;POST&quot;, this.URL),<br>
this.req.setRequestHeader(&quot;Content-Type&quot;, &quot;application/x-www-form-urlencoded;charset=UTF-8&quot;);<br>
var e = this.returnLanguage();<br>
console.log(&quot;gameIdid&quot;, this.retGameId);<br>
var t = this.retGameId<br>
, n = {<br>
type: this.perform.type,<br>
gid: t,<br>
mid: null,<br>
data: this.perform.data,<br>
languageType: e<br>
}<br>
, o = &quot;send=&quot; + JSON.stringify(n);<br>
this.req.send(o)<br>
}<br>
}),<br>
c(o, &quot;onDataHandler&quot;, function() {<br>
if (404 != this.req.status) {<br>
if (4 == this.req.readyState &amp;&amp; this.req.status &gt;= 200 &amp;&amp; this.req.status &lt;= 207 &amp;&amp; this.req.responseText) {<br>
var e = JSON.parse(this.req.responseText);<br>
this.isBusy = !1,<br>
this.perform.target ? this.perform.func.call(this.perform.target, e.error, e.data, e.commendGame, e.gameInfo) : this.perform.func(e)<br>
}<br>
} else {<br>
var t = a.launchScene<br>
, n = a.Bros;<br>
a.caS;<br>
cc.director.loadScene(t, null, function() {<br>
if (n) {<br>
&quot;&quot;;<br>
var e = document.getElementById(&quot;GameDiv&quot;);<br>
e &amp;&amp; (e.style.backgroundImage = &quot;&quot;)<br>
}<br>
cc.loader.onProgress = null,<br>
console.log(&quot;Success to load scene: &quot; + t)<br>
})<br>
}<br>
}),<br>
c(o, &quot;returnLanguage&quot;, function() {<br>
return (&quot;&quot; + window.navigator.language).toLocaleLowerCase()<br>
}),<br>
c(o, &quot;onErrorHandler&quot;, function() {<br>
cc.log(&quot;\u7f51\u7edc\u9519\u8bef&quot;),<br>
this.isBusy = !1,<br>
this.perform.target ? this.perform.func.call(this.perform.target, -1) : this.perform.func(-1)<br>
}),<br>
c(o, &quot;onTimeoutHandler&quot;, function() {<br>
cc.log(&quot;\u8bf7\u6c42\u8d85\u65f6&quot;),<br>
this.isBusy = !1,<br>
this.perform.target ? this.perform.func.call(this.perform.target, -1) : this.perform.func(-1)<br>
}),<br>
c(o, &quot;clearAll&quot;, function() {<br>
for (var e = this.cacheList.length, t = 0; t &lt; e; t++) {<br>
var n = this.cacheList[t];<br>
n &amp;&amp; (n.target ? n.func.call(n.target, -1) : n.func(-1))<br>
}<br>
this.cacheList.length = 0<br>
}),<br>
o);<br>
t.exports = i,<br>
cc._RF.pop()<br>
}<br>
, {<br>
GameConfig: &quot;GameConfig&quot;<br>
}],<br>
InputController: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
cc._RF.push(t, &quot;2fb79pURUZExoy/hAOtHdvz&quot;, &quot;InputController&quot;);<br>
var o = this &amp;&amp; this.__extends || function() {<br>
var e = function(t, n) {<br>
return (e = Object.setPrototypeOf || {<br>
__proto__: []<br>
}instanceof Array &amp;&amp; function(e, t) {<br>
e.__proto__ = t<br>
}<br>
|| function(e, t) {<br>
for (var n in t)<br>
t.hasOwnProperty(n) &amp;&amp; (e[n] = t[n])<br>
}<br>
)(t, n)<br>
};<br>
return function(t, n) {<br>
function o() {<br>
this.constructor = t<br>
}<br>
e(t, n),<br>
t.prototype = null === n ? Object.create(n) : (o.prototype = n.prototype,<br>
new o)<br>
}<br>
}()<br>
, c = this &amp;&amp; this.__decorate || function(e, t, n, o) {<br>
var c, a = arguments.length, i = a &lt; 3 ? t : null === o ? o = Object.getOwnPropertyDescriptor(t, n) : o;<br>
if (&quot;object&quot; == typeof Reflect &amp;&amp; &quot;function&quot; == typeof Reflect.decorate)<br>
i = Reflect.decorate(e, t, n, o);<br>
else<br>
for (var r = e.length - 1; r &gt;= 0; r--)<br>
(c = e[r]) &amp;&amp; (i = (a &lt; 3 ? c(i) : a &gt; 3 ? c(t, n, i) : c(t, n)) || i);<br>
return a &gt; 3 &amp;&amp; i &amp;&amp; Object.defineProperty(t, n, i),<br>
i<br>
}<br>
;<br>
Object.defineProperty(n, &quot;__esModule&quot;, {<br>
value: !0<br>
});<br>
var a = e(&quot;./GameFunction&quot;)<br>
, i = e(&quot;../common/PlayerInfo&quot;)<br>
, r = e(&quot;../Common/PoolManager&quot;)<br>
, s = e(&quot;../Common/Utils&quot;)<br>
, l = cc._decorator<br>
, u = l.ccclass<br>
, d = l.property<br>
, p = function(e) {<br>
function t() {<br>
var t = null !== e &amp;&amp; e.apply(this, arguments) || this;<br>
return t.Rocker = null,<br>
t.stick = null,<br>
t.Max_r = 100,<br>
t.RockerJS = null,<br>
t.speed = 400,<br>
t.Arrow = null,<br>
t.knife = null,<br>
t.startPoint = null,<br>
t.touchPoint = null,<br>
t.endPoint = null,<br>
t.ddir = cc.v2(0, 0),<br>
t.isCut = !1,<br>
t.comboTime = 0,<br>
t.comboInterval = .4,<br>
t.comboNumber = 0,<br>
t.comboMaxNum = 7,<br>
t.touchNum = 0,<br>
t.createFruitCount = 0,<br>
t.istest = !1,<br>
t<br>
}<br>
var n;<br>
return o(t, e),<br>
n = t,<br>
t.prototype.onLoad = function() {<br>
null != n.Instance &amp;&amp; n.Instance.destroy(),<br>
n.Instance = this<br>
}<br>
,<br>
t.prototype.start = function() {<br>
this.openTouch(),<br>
this.RockerJS = this.Rocker.getComponent(&quot;Rocker&quot;)<br>
}<br>
,<br>
t.prototype.update = function(e) {}<br>
,<br>
t.prototype.openTouch = function() {<br>
this.node.on(cc.Node.EventType.TOUCH_START, this.onTouchStart, this),<br>
this.node.on(cc.Node.EventType.TOUCH_MOVE, this.onTouchMove, this),<br>
this.node.on(cc.Node.EventType.TOUCH_END, this.onTouchEnd, this),<br>
this.node.on(cc.Node.EventType.TOUCH_CANCEL, this.onTouchEnd, this)<br>
}<br>
,<br>
t.prototype.onTouchStart = function(e) {<br>
if (i.default.playerTouch &amp;&amp; null != a.default.Instance.targetFruit) {<br>
this.touchNum = 1;<br>
var t = this.node.convertToNodeSpaceAR(e.getLocation()).x<br>
, n = a.default.Instance.targetFruit.y;<br>
cc.tween(a.default.Instance.targetFruit).to(.1, {<br>
position: cc.v2(t, n)<br>
}).start()<br>
}<br>
}<br>
,<br>
t.prototype.onTouchMove = function(e) {<br>
i.default.playerTouch &amp;&amp; null != a.default.Instance.targetFruit &amp;&amp; (this.touchNum = 1,<br>
a.default.Instance.targetFruit.x = this.node.convertToNodeSpaceAR(e.getLocation()).x)<br>
}<br>
,<br>
t.prototype.onTouchEnd = function(e) {<br>
var t = this;<br>
i.default.playerTouch &amp;&amp; null != a.default.Instance.targetFruit &amp;&amp; 1 == this.touchNum &amp;&amp; (this.touchNum = 0,<br>
a.default.Instance.targetFruit.getComponent(cc.PhysicsCircleCollider).radius = a.default.Instance.targetFruit.height / 2,<br>
a.default.Instance.targetFruit.getComponent(cc.PhysicsCircleCollider).apply(),<br>
a.default.Instance.targetFruit.getComponent(cc.RigidBody).type = cc.RigidBodyType.Dynamic,<br>
a.default.Instance.targetFruit.getComponent(cc.RigidBody).linearVelocity = cc.v2(0, -800),<br>
a.default.Instance.targetFruit = null,<br>
this.scheduleOnce(function() {<br>
i.default.GameUpdateCtrl &amp;&amp; (0 == t.createFruitCount ? (a.default.Instance.createOneFruit(0),<br>
t.createFruitCount++) : 1 == t.createFruitCount ? (a.default.Instance.createOneFruit(0),<br>
t.createFruitCount++) : 2 == t.createFruitCount ? (a.default.Instance.createOneFruit(1),<br>
t.createFruitCount++) : 3 == t.createFruitCount ? (a.default.Instance.createOneFruit(2),<br>
t.createFruitCount++) : 4 == t.createFruitCount ? (a.default.Instance.createOneFruit(2),<br>
t.createFruitCount++) : 5 == t.createFruitCount ? (a.default.Instance.createOneFruit(3),<br>
t.createFruitCount++) : t.createFruitCount &gt; 5 &amp;&amp; (a.default.Instance.createOneFruit(s.default.RandomInteger(0, 5)),<br>
t.createFruitCount++))<br>
}, .5))<br>
}<br>
,<br>
t.prototype.closeTouch = function() {<br>
this.node.off(cc.Node.EventType.TOUCH_START, this.onTouchStart, this),<br>
this.node.off(cc.Node.EventType.TOUCH_MOVE, this.onTouchMove, this),<br>
this.node.off(cc.Node.EventType.TOUCH_END, this.onTouchEnd, this),<br>
this.node.off(cc.Node.EventType.TOUCH_CANCEL, this.onTouchEnd, this)<br>
}<br>
,<br>
t.prototype.addScore = function() {<br>
var e = r.default.Spawn(&quot;addScore&quot;, cc.find(&quot;Canvas/downEffParent&quot;));<br>
e.position = cc.v2(0, 200),<br>
e.scale = 0,<br>
e.opacity = 255,<br>
e.children[1].getComponent(cc.Label).string = this.comboNumber.toString(),<br>
e.runAction(cc.sequence(cc.spawn(cc.scaleTo(.5, 1), cc.moveBy(.5, 0, 200)), cc.fadeOut(.5), cc.callFunc(function() {<br>
r.default.Despawn(&quot;addScore&quot;, e)<br>
})))<br>
}<br>
,<br>
t.Instance = null,<br>
c([d(cc.Node)], t.prototype, &quot;Rocker&quot;, void 0),<br>
c([d(cc.Node)], t.prototype, &quot;stick&quot;, void 0),<br>
c([d], t.prototype, &quot;Max_r&quot;, void 0),<br>
c([d(cc.Node)], t.prototype, &quot;Arrow&quot;, void 0),<br>
c([d(cc.Node)], t.prototype, &quot;knife&quot;, void 0),<br>
t = n = c([u], t)<br>
}(cc.Component);<br>
n.default = p,<br>
cc._RF.pop()<br>
}<br>
, {<br>
&quot;../Common/PoolManager&quot;: &quot;PoolManager&quot;,<br>
&quot;../Common/Utils&quot;: &quot;Utils&quot;,<br>
&quot;../common/PlayerInfo&quot;: &quot;PlayerInfo&quot;,<br>
&quot;./GameFunction&quot;: &quot;GameFunction&quot;<br>
}],<br>
KnifeCollision: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
cc._RF.push(t, &quot;bf98eOWbcJGeLpI/I0HGW8j&quot;, &quot;KnifeCollision&quot;);<br>
var o = this &amp;&amp; this.__extends || function() {<br>
var e = function(t, n) {<br>
return (e = Object.setPrototypeOf || {<br>
__proto__: []<br>
}instanceof Array &amp;&amp; function(e, t) {<br>
e.__proto__ = t<br>
}<br>
|| function(e, t) {<br>
for (var n in t)<br>
t.hasOwnProperty(n) &amp;&amp; (e[n] = t[n])<br>
}<br>
)(t, n)<br>
};<br>
return function(t, n) {<br>
function o() {<br>
this.constructor = t<br>
}<br>
e(t, n),<br>
t.prototype = null === n ? Object.create(n) : (o.prototype = n.prototype,<br>
new o)<br>
}<br>
}()<br>
, c = this &amp;&amp; this.__decorate || function(e, t, n, o) {<br>
var c, a = arguments.length, i = a &lt; 3 ? t : null === o ? o = Object.getOwnPropertyDescriptor(t, n) : o;<br>
if (&quot;object&quot; == typeof Reflect &amp;&amp; &quot;function&quot; == typeof Reflect.decorate)<br>
i = Reflect.decorate(e, t, n, o);<br>
else<br>
for (var r = e.length - 1; r &gt;= 0; r--)<br>
(c = e[r]) &amp;&amp; (i = (a &lt; 3 ? c(i) : a &gt; 3 ? c(t, n, i) : c(t, n)) || i);<br>
return a &gt; 3 &amp;&amp; i &amp;&amp; Object.defineProperty(t, n, i),<br>
i<br>
}<br>
;<br>
Object.defineProperty(n, &quot;__esModule&quot;, {<br>
value: !0<br>
});<br>
var a = e(&quot;../common/PlayerInfo&quot;)<br>
, i = e(&quot;./GameFunction&quot;)<br>
, r = e(&quot;../Common/PoolManager&quot;)<br>
, s = e(&quot;../Common/Utils&quot;)<br>
, l = e(&quot;./GameManager&quot;)<br>
, u = e(&quot;./InputController&quot;)<br>
, d = e(&quot;./MainGameUi&quot;)<br>
, p = e(&quot;./AudioManager&quot;)<br>
, f = cc._decorator<br>
, h = f.ccclass<br>
, m = f.property<br>
, g = function(e) {<br>
function t() {<br>
var t = null !== e &amp;&amp; e.apply(this, arguments) || this;<br>
return t.starPre = null,<br>
t.Arrow = null,<br>
t.prefabStrArr = [],<br>
t<br>
}<br>
return o(t, e),<br>
t.prototype.start = function() {}<br>
,<br>
t.prototype.update = function(e) {}<br>
,<br>
t.prototype.onCollisionEnter = function(e, t) {<br>
if (&quot;bazi&quot; == e.node.group) {<br>
var n;<br>
if (a.default.tuoweiCtrl = !1,<br>
a.default.playerTouch = !0,<br>
e.node.stopAllActions(),<br>
t.node.children[2].getComponent(cc.ParticleSystem).stopSystem(),<br>
i.default.Instance.ribbonEffect(t.node.position, e.node, !0),<br>
e.node.removeComponent(cc.PolygonCollider),<br>
t.node.stopAllActions(),<br>
a.default.knifeLR = t.node.x &gt; 0 ? 1 : -1,<br>
t.node.children[1].scaleX = -a.default.knifeLR,<br>
this.great(t.node, e.node),<br>
i.default.Instance.CameraAoto(),<br>
i.default.Instance.CreateBazi(a.default.knifeLR),<br>
-1 == a.default.knifeLR)<br>
(n = r.default.Spawn(&quot;arrowL&quot;, this.node.parent)).position = this.node.position,<br>
u.default.Instance.Arrow = n,<br>
n.active = !0,<br>
n.angle = -45,<br>
n.position = this.node.position,<br>
n.runAction(cc.repeatForever(cc.sequence(cc.rotateBy(.8, -50), cc.rotateBy(1.6, 100), cc.rotateBy(.8, -50)))),<br>
t.node.runAction(cc.sequence(cc.moveBy(.05, -20, 0), cc.moveBy(.05, 20, 0))),<br>
e.node.runAction(cc.sequence(cc.moveBy(.05, -20, 0), cc.moveBy(.05, 20, 0)));<br>
else<br>
(n = r.default.Spawn(&quot;arrowR&quot;, this.node.parent)).position = this.node.position,<br>
u.default.Instance.Arrow = n,<br>
n.active = !0,<br>
n.angle = 45,<br>
n.position = this.node.position,<br>
n.runAction(cc.repeatForever(cc.sequence(cc.rotateBy(.8, -50), cc.rotateBy(1.6, 100), cc.rotateBy(.8, -50)))),<br>
t.node.runAction(cc.sequence(cc.moveBy(.05, 20, 0), cc.moveBy(.05, -20, 0))),<br>
e.node.runAction(cc.sequence(cc.moveBy(.05, 20, 0), cc.moveBy(.05, -20, 0)));<br>
t.node.children[0].active = !1,<br>
t.node.children[1].active = !0<br>
} else if (&quot;default&quot; == e.node.group) {<br>
t.node.children[2].getComponent(cc.ParticleSystem).stopSystem(),<br>
e.node.removeComponent(cc.PolygonCollider),<br>
t.node.stopAllActions(),<br>
a.default.knifeLR = t.node.x &gt; 0 ? 1 : -1,<br>
t.node.children[0].active = !1,<br>
t.node.children[1].active = !0;<br>
for (var o = 0; o &lt; cc.find(&quot;Canvas/baziNode&quot;).children.length; o++)<br>
cc.find(&quot;Canvas/baziNode&quot;).children[o].stopAllActions();<br>
a.default.playerTouch = !1,<br>
l.default.Instance.ToEnd(),<br>
p.default.Instance.Play(0, !1, 1),<br>
p.default.Instance.Play(4, !1, 1)<br>
}<br>
}<br>
,<br>
t.prototype.onCollisionStay = function(e, t) {}<br>
,<br>
t.prototype.onCollisionExit = function(e, t) {}<br>
,<br>
t.prototype.great = function(e, t) {<br>
if (Math.abs(e.y - t.y) &lt;= 15) {<br>
p.default.Instance.Play(1, !1, 1),<br>
a.default.tuoweiCtrl = !0,<br>
d.default.Instance.InjuredEffect();<br>
var n = r.default.Spawn(&quot;great&quot;, cc.find(&quot;Canvas/bazieffect&quot;));<br>
e.x &gt; 0 ? n.position = cc.v2(e.x - 40, e.y) : n.position = cc.v2(e.x + 40, e.y),<br>
n.runAction(cc.sequence(cc.spawn(cc.moveBy(.4, 0, 200), cc.rotateBy(.4, 360)), cc.scaleTo(.15, 1.1), cc.scaleTo(.15, 1), cc.fadeOut(.2))),<br>
a.default.score += 10,<br>
d.default.Instance.SetScoreTween(a.default.score)<br>
} else<br>
p.default.Instance.Play(0, !1, 1),<br>
a.default.score += 5,<br>
d.default.Instance.SetScoreTween(a.default.score)<br>
}<br>
,<br>
t.prototype.GhostBornEff = function(e, t) {<br>
for (var n = s.default.RandomInteger(24, 36), o = 0; o &lt; n; o++) {<br>
var c = r.default.Spawn(&quot;star&quot;, cc.find(&quot;Canvas/downEffParent&quot;));<br>
c.position = e,<br>
c.opacity = 0,<br>
c.scale = s.default.Random(.5, 1),<br>
c.angle = s.default.Random(0, 360);<br>
var a = cc.v2(0, 1);<br>
a.rotateSelf(s.default.AngleToRadian(360 * Math.random()));<br>
var i = s.default.Random(20, 150);<br>
c.position.add(a.mul(s.default.Random(0, 30)));<br>
var l = s.default.Random(.3, .5)<br>
, u = s.default.Random(.01, .012);<br>
c.runAction(cc.sequence(cc.delayTime(u), cc.delayTime(.6 * l), cc.scaleTo(.4 * l, 0))),<br>
c.opacity = 0,<br>
c.runAction(cc.sequence(cc.delayTime(u), cc.fadeTo(.1, s.default.Random(120, 240)))),<br>
c.runAction(cc.sequence(cc.delayTime(u), cc.moveBy(l, a.mul(i)).easing(cc.easeCubicActionOut()), cc.callFunc(function(e) {<br>
r.default.Despawn(&quot;star&quot;, e)<br>
}, this)));<br>
s.default.Random(0, 100)<br>
}<br>
}<br>
,<br>
t.prototype.createLizi = function(e, t) {<br>
for (var n = 0; n &lt; 10; n++) {<br>
var o = r.default.Spawn(&quot;star&quot;, cc.find(&quot;Canvas/upEffectParent&quot;));<br>
o.scale = .1 * t,<br>
o.position = s.default.convetOtherNodeSpaceAR(e, cc.find(&quot;Canvas/upEffectParent&quot;)),<br>
1 == t &amp;&amp; (o.color = (new cc.Color).fromHEX(&quot;ffc049&quot;));<br>
var c = new Array;<br>
c.push(-360, 360),<br>
o.runAction(cc.sequence(cc.spawn(cc.jumpBy(.5, s.default.RandomInteger(-100, 100), s.default.RandomInteger(-200, -100), s.default.RandomInteger(0, 50), 1), cc.rotateTo(.5, s.default.RandomIndexFromArr(c)), cc.fadeOut(.5)), cc.delayTime(.1)))<br>
}<br>
}<br>
,<br>
t.prototype.createWord = function(e) {<br>
var t = r.default.Spawn(&quot;star&quot;, cc.find(&quot;Canvas/upEffectParent&quot;));<br>
t.position = s.default.convetOtherNodeSpaceAR(this.node, cc.find(&quot;Canvas/upEffectParent&quot;)),<br>
2 == e ? (t.scale = .3,<br>
t.opacity = 200,<br>
t.runAction(cc.sequence(cc.spawn(cc.rotateBy(.2, 400), cc.moveBy(.2, 0, 100)), cc.scaleTo(.2, .5), cc.scaleTo(.2, .4), cc.fadeOut(.1)))) : (t.scale = .5,<br>
t.runAction(cc.sequence(cc.spawn(cc.rotateBy(.2, 400), cc.moveBy(.2, 0, 100)), cc.scaleTo(.2, .6), cc.scaleTo(.2, .5), cc.fadeOut(.1))))<br>
}<br>
,<br>
t.prototype.createSuipian = function() {<br>
var e = r.default.Spawn(&quot;suipian&quot;, this.node.parent);<br>
e.position = cc.v2(0, 0),<br>
e.scale = cc.find(&quot;Canvas/baziNodeU&quot;).children[0].children[0].scale<br>
}<br>
,<br>
t.prototype.createStar = function() {<br>
var e = r.default.Spawn(&quot;star&quot;, cc.find(&quot;Canvas/upEffectParent&quot;));<br>
e.scale = s.default.Random(.1, 1);<br>
var t = this.node.x + this.node.width / 2<br>
, n = this.node.x - this.node.width / 2<br>
, o = this.node.y;<br>
e.position = cc.v2(s.default.RandomInteger(n, t), o),<br>
e.runAction(cc.fadeOut(2))<br>
}<br>
,<br>
t.prototype.planeBoomEffect = function() {<br>
r.default.Spawn(&quot;boom&quot;, cc.find(&quot;Canvas/upEffectParent&quot;)).position = s.default.convetOtherNodeSpaceAR(this.node, cc.find(&quot;Canvas/upEffectParent&quot;))<br>
}<br>
,<br>
t.prototype.clockEoilffect = function(e, t) {<br>
for (var n = 0; n &lt; 3; n++)<br>
setTimeout(function() {<br>
var t = r.default.Spawn(&quot;star&quot;, cc.find(&quot;Canvas/upEffectParent&quot;));<br>
t.position = e.position,<br>
t.scale = .3,<br>
t.runAction(cc.sequence(cc.scaleTo(.5, 1.1), cc.fadeOut(.5)))<br>
}, 300 * n)<br>
}<br>
,<br>
t.prototype.addScoreEffect = function() {<br>
var e = r.default.Spawn(&quot;add1&quot;, cc.find(&quot;Canvas/mainGameUi&quot;));<br>
e.position = cc.find(&quot;Canvas/mainGameUi&quot;).children[0].position.add(cc.v2(0, 50)),<br>
e.runAction(cc.spawn(cc.moveBy(.5, 0, 50), cc.fadeOut(.5)))<br>
}<br>
,<br>
c([m(cc.Prefab)], t.prototype, &quot;starPre&quot;, void 0),<br>
c([m(cc.Node)], t.prototype, &quot;Arrow&quot;, void 0),<br>
c([m(cc.Prefab)], t.prototype, &quot;prefabStrArr&quot;, void 0),<br>
t = c([h], t)<br>
}(cc.Component);<br>
n.default = g,<br>
cc._RF.pop()<br>
}<br>
, {<br>
&quot;../Common/PoolManager&quot;: &quot;PoolManager&quot;,<br>
&quot;../Common/Utils&quot;: &quot;Utils&quot;,<br>
&quot;../common/PlayerInfo&quot;: &quot;PlayerInfo&quot;,<br>
&quot;./AudioManager&quot;: &quot;AudioManager&quot;,<br>
&quot;./GameFunction&quot;: &quot;GameFunction&quot;,<br>
&quot;./GameManager&quot;: &quot;GameManager&quot;,<br>
&quot;./InputController&quot;: &quot;InputController&quot;,<br>
&quot;./MainGameUi&quot;: &quot;MainGameUi&quot;<br>
}],<br>
LanguageSetJs: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
cc._RF.push(t, &quot;4754e8KuPZJCqklCNyKpG29&quot;, &quot;LanguageSetJs&quot;);<br>
t.exports = {<br>
language_1: {<br>
game_name: &quot;\u300c\u5c04\u82f9\u679c\u300d&quot;,<br>
game_name1: &quot;\u5c04\u82f9\u679c&quot;,<br>
game_info: &quot;\u628a\u63e1\u65f6\u673a\uff0c\u5c04\u4e2d\u82f9\u679c\u3002&quot;,<br>
txtStart: &quot;\u5f00\u59cb&quot;,<br>
txtMore: &quot;\u66f4\u591a\u6e38\u620f&quot;,<br>
txtAgain: &quot;\u518d\u73a9\u4e00\u6b21&quot;,<br>
txtShare1: &quot;\u5728\u6e38\u620f\u4e2d &quot;,<br>
txtShare2: &quot;\u5f97\u5206\u4e86\uff0c\u597d\u554a!\u4f60\u548c\u6211\u4e00\u8d77\u6765\u6bd4\u8d5b!&quot;,<br>
bgRgb: &quot;#3698C5&quot;,<br>
gameT1: &quot;\u5173\u6ce8\u6211\u4eec&quot;,<br>
gameT2: &quot;\u7eb8\u724c\u63a5\u9f99&quot;,<br>
gameT3: &quot;\u9526\u4e0a\u6dfb\u82b1&quot;,<br>
gameUrl1: &quot;http://g.regogame.com/game/9/&quot;,<br>
gameUrl2: &quot;http://g.regogame.com/game/3/&quot;,<br>
gameT11: &quot;\u5173\u6ce8\u5fae\u4fe1&quot;,<br>
gameT12: &quot;\u5173\u6ce8Kakao&quot;,<br>
gameT13: &quot;\u5173\u6ce8Line&quot;,<br>
gameEndL: &quot;\u6e38 \u620f \u7ed3 \u675f&quot;,<br>
gameEndL1: &quot;\u7a0d \u5019 \u67e5 \u770b \u5206 \u6570&quot;<br>
},<br>
language_2: {<br>
game_name: &quot;\u300cShot Apples\u300d&quot;,<br>
game_name1: &quot;Shot Apples&quot;,<br>
game_info: &quot;Seize the opportunity and shoot the apple.&quot;,<br>
txtStart: &quot;Start&quot;,<br>
txtMore: &quot;More Game&quot;,<br>
txtAgain: &quot;Play Again&quot;,<br>
txtShare1: &quot;In Game &quot;,<br>
txtShare2: &quot; Let's play together!&quot;,<br>
bgRgb: &quot;#3698C5&quot;,<br>
gameT1: &quot;Follow Us&quot;,<br>
gameT2: &quot;Thousand Flower&quot;,<br>
gameT3: &quot;Eliminate Star&quot;,<br>
gameUrl1: &quot;http://g.fromgame.com/game/53&quot;,<br>
gameUrl2: &quot;http://g.fromgame.com/game/13&quot;,<br>
gameT11: &quot;Focus WeChat&quot;,<br>
gameT12: &quot;Focus Kakao&quot;,<br>
gameT13: &quot;Focus Line&quot;,<br>
gameEndL: &quot;Game OVer&quot;,<br>
gameEndL1: &quot;View the score later&quot;<br>
}<br>
},<br>
cc._RF.pop()<br>
}<br>
, {}],<br>
LoadSceneJs: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
cc._RF.push(t, &quot;3ef908fwfNIwJsOjET8tCh2&quot;, &quot;LoadSceneJs&quot;);<br>
var o = {<br>
goToCover: function(e, t, n, o, c) {<br>
var a = e;<br>
a = null == a || void 0 == a || e,<br>
console.log(&quot;LoadBoolBeforeLoadS&quot;, a),<br>
this.needShow = !1,<br>
a &amp;&amp; a ? (this.needShow = !0,<br>
showMyAds()) : this.needShow = !1,<br>
this.needShow ? (void 0 == preloader &amp;&amp; this.startGoToGame(n, o, c),<br>
resCompleteFlag = !0,<br>
adCompleteFlag &amp;&amp; resCompleteFlag &amp;&amp; this.startGoToGame(n, o, c)) : this.startGoToGame(n, o, c)<br>
},<br>
startGoToGame: function(e, t, n) {<br>
console.log(&quot;goToScene&quot;),<br>
noAdGoToScene()<br>
}<br>
};<br>
t.exports = o,<br>
cc._RF.pop()<br>
}<br>
, {}],<br>
MainGameJS: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
cc._RF.push(t, &quot;0e7a8SkMLxEY7nCB1Bqi8WZ&quot;, &quot;MainGameJS&quot;);<br>
var o = e(&quot;GameConfig&quot;)<br>
, c = e(&quot;GameUiTools&quot;)<br>
, a = e(&quot;MainManage&quot;);<br>
cc.Class({<br>
extends: cc.Component,<br>
properties: {<br>
gameEndLay: cc.Node,<br>
startBgNode: cc.Node,<br>
sceneScore: cc.Label,<br>
gameOverT1: cc.Label,<br>
gameOverT2: cc.Label,<br>
gameOverToEnd: cc.Node<br>
},<br>
onLoad: function() {<br>
cc.director.getCollisionManager().enabled = !0,<br>
cc.director.getPhysicsManager().enabled = !0,<br>
this.gameOveEndBool = !1,<br>
this.gameOverNum = 0,<br>
this.gameWidth = cc.winSize.width,<br>
this.gameHeight = cc.winSize.height,<br>
o.playNum,<br>
o.playNum++,<br>
c.loadingLayer(&quot;panel/LinkIconSpr&quot;),<br>
o.mainGameJs = this,<br>
o.publicGameBool<br>
},<br>
play: function() {<br>
console.log(1);<br>
var e = this;<br>
adBreak({<br>
type: &quot;next&quot;,<br>
name: &quot;restart-game&quot;,<br>
beforeBreak: function() {<br>
e.enableButtons()<br>
},<br>
afterBreak: function() {<br>
e.enableButtons()<br>
}<br>
})<br>
},<br>
enableButtons: function() {},<br>
addTouchEvents: function() {<br>
var e = this;<br>
this.node.on(cc.Node.EventType.TOUCH_START, function(t) {<br>
if (o.GAME_OVER_BOOL &amp;&amp; o.noTouchBool)<br>
return o.gameScore++,<br>
e.sceneScore.string = o.gameScore,<br>
console.log(&quot;ggoog&quot;, o.gameScore),<br>
o.gameScore &gt;= 2 &amp;&amp; (this.lastPos = t.getLocation(),<br>
e.gameEnd()),<br>
!0<br>
}, this),<br>
this.node.on(cc.Node.EventType.TOUCH_MOVE, this.on_touch_move, this),<br>
this.node.on(cc.Node.EventType.TOUCH_END, this.on_touch_end, this)<br>
},<br>
on_touch_move: function() {<br>
console.log(&quot;touchMoved&quot;)<br>
},<br>
on_touch_end: function() {<br>
console.log(&quot;touchEnd&quot;)<br>
},<br>
gameEnd: function() {<br>
o.GAME_OVER_BOOL = !1,<br>
a.gameOverShowText(o.gameScore, 1),<br>
this.node.runAction(cc.sequence(cc.delayTime(.5), cc.callFunc(this.gameEnd1.bind(this))))<br>
},<br>
returnCurrentLanType: function() {<br>
var e = 1;<br>
switch (cc.sys.language) {<br>
case cc.sys.LANGUAGE_CHINESE:<br>
&quot;zh-TW&quot; == window.navigator.language || &quot;zh-tw&quot; == window.navigator.language || &quot;zh-HK&quot; == window.navigator.language || &quot;zh-hk&quot; == window.navigator.language ? (cc.log(&quot;\u7e41\u4f53&quot;),<br>
e = 2) : (cc.log(&quot;\u7b80\u4f53&quot;),<br>
e = 1);<br>
break;<br>
case cc.sys.LANGUAGE_KOREAN:<br>
e = 4;<br>
break;<br>
default:<br>
e = 3<br>
}<br>
return e<br>
},<br>
gameEnd1: function() {<br>
var e = this<br>
, t = this.returnCurrentLanType();<br>
1 == t ? (this.gameOverT1.string = &quot;\u6e38 \u620f \u7ed3 \u675f&quot;,<br>
this.gameOverT2.string = &quot;\u70b9 \u51fb \u67e5 \u770b \u5206 \u6570&quot;) : 2 == t ? (this.gameOverT1.string = &quot;\u904a \u6232 \u7d50 \u675f&quot;,<br>
this.gameOverT2.string = &quot;\u9ede \u64ca \u67e5 \u770b \u5206 \u6578&quot;) : 4 == t ? (this.gameOverT1.string = &quot;\uac8c\uc784 \uc885\ub8cc&quot;,<br>
this.gameOverT2.string = &quot;\ud074\ub9ad \ud558\uc5ec \uc810\uc218 \ubcf4\uae30&quot;) : (this.gameOverT1.string = &quot;Game Over&quot;,<br>
this.gameOverT2.string = &quot;Click to view the score&quot;),<br>
this.gameOveEndBool = !0,<br>
this.gameOverT1.node.zIndex = 999,<br>
this.gameOverT2.node.zIndex = 999,<br>
this.gameOverToEnd.zIndex = 999,<br>
this.gameOverT1.node.opacity = 0,<br>
this.gameOverT1.node.y = 100,<br>
this.gameOverToEnd.y = 0,<br>
this.gameOverT1.node.runAction(cc.sequence(cc.delayTime(.2), cc.spawn(cc.fadeIn(1), cc.moveBy(1, 0, -50)), cc.delayTime(.3))),<br>
this.gameOverToEnd.runAction(cc.sequence(cc.fadeTo(1, 100), cc.callFunc(function() {<br>
e.gameOverToEnd.getComponent(cc.Button).enabled = !0<br>
}))),<br>
this.gameOverT2.node.opacity = 0,<br>
this.gameOverT2.node.y = this.gameOverT1.node.y - 100,<br>
this.gameOverT2.node.runAction(cc.sequence(cc.delayTime(.2), cc.spawn(cc.fadeIn(1), cc.moveBy(1, 0, -50)), cc.delayTime(.3))),<br>
this.gameOverT2.node.runAction(cc.sequence(cc.delayTime(2), cc.scaleTo(.3, 1.2).easing(cc.easeSineInOut()), cc.scaleTo(.3, 1).easing(cc.easeSineInOut()))).repeatForever()<br>
},<br>
initEndLayer: function() {<br>
this.gameOverT1.node.active = !1,<br>
this.gameOverT2.node.active = !1,<br>
this.gameOverToEnd.active = !1,<br>
1 == this.returnCurrentLanType() ? this.showAdsLayer() : o.publicGameBool || adBreak({<br>
type: &quot;next&quot;,<br>
name: &quot;restart-game&quot;<br>
}),<br>
a.gotoEndLayer1()<br>
},<br>
showAdsLayer: function() {<br>
cc.find(&quot;Canvas/adsLayer&quot;).active = !0,<br>
cc.find(&quot;Canvas/adsLayer&quot;).setContentSize(cc.winSize.width, cc.winSize.height)<br>
},<br>
AdsLink: function() {<br>
window.location.href = &quot;https://activity.doumobfour.club/horse?appkey=8fa2be346ab599d74b7b35732652ab4d&amp;adSpaceKey=d85ac81f682a1498afbd9263d931af62&amp;from=H5&amp;1=1&quot;<br>
},<br>
closeAdsLayer: function() {<br>
cc.find(&quot;Canvas/adsLayer&quot;).active = !1<br>
},<br>
start: function() {},<br>
update: function(e) {<br>
this.gameOverGoToOVer()<br>
},<br>
gameOverGoToOVer: function() {<br>
this.gameOveEndBool &amp;&amp; (this.gameOverNum++,<br>
this.gameOverNum &gt;= 900 &amp;&amp; (this.gameOverNum = 0,<br>
this.gameOveEndBool = !1))<br>
},<br>
SetScore: function(e) {<br>
o.gameScore = e<br>
},<br>
RestartGame: function() {<br>
o.GAME_OVER_BOOL = !0,<br>
o.gameScore = 0,<br>
c.loadingScene(&quot;MainGameScene&quot;)<br>
},<br>
SetGameEndScore: function() {<br>
a.gameOverShowText(o.gameScore, 1)<br>
},<br>
GetGameEndInfo: function() {<br>
return a.endHttpShowInfo<br>
}<br>
}),<br>
cc._RF.pop()<br>
}<br>
, {<br>
GameConfig: &quot;GameConfig&quot;,<br>
GameUiTools: &quot;GameUiTools&quot;,<br>
MainManage: &quot;MainManage&quot;<br>
}],<br>
MainGameUi: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
cc._RF.push(t, &quot;47901xGYuJBULv7U12/mbpk&quot;, &quot;MainGameUi&quot;);<br>
var o = this &amp;&amp; this.__extends || function() {<br>
var e = function(t, n) {<br>
return (e = Object.setPrototypeOf || {<br>
__proto__: []<br>
}instanceof Array &amp;&amp; function(e, t) {<br>
e.__proto__ = t<br>
}<br>
|| function(e, t) {<br>
for (var n in t)<br>
t.hasOwnProperty(n) &amp;&amp; (e[n] = t[n])<br>
}<br>
)(t, n)<br>
};<br>
return function(t, n) {<br>
function o() {<br>
this.constructor = t<br>
}<br>
e(t, n),<br>
t.prototype = null === n ? Object.create(n) : (o.prototype = n.prototype,<br>
new o)<br>
}<br>
}()<br>
, c = this &amp;&amp; this.__decorate || function(e, t, n, o) {<br>
var c, a = arguments.length, i = a &lt; 3 ? t : null === o ? o = Object.getOwnPropertyDescriptor(t, n) : o;<br>
if (&quot;object&quot; == typeof Reflect &amp;&amp; &quot;function&quot; == typeof Reflect.decorate)<br>
i = Reflect.decorate(e, t, n, o);<br>
else<br>
for (var r = e.length - 1; r &gt;= 0; r--)<br>
(c = e[r]) &amp;&amp; (i = (a &lt; 3 ? c(i) : a &gt; 3 ? c(t, n, i) : c(t, n)) || i);<br>
return a &gt; 3 &amp;&amp; i &amp;&amp; Object.defineProperty(t, n, i),<br>
i<br>
}<br>
;<br>
Object.defineProperty(n, &quot;__esModule&quot;, {<br>
value: !0<br>
});<br>
var a = e(&quot;../common/PlayerInfo&quot;)<br>
, i = e(&quot;./EffectCenter&quot;)<br>
, r = e(&quot;./AudioManager&quot;)<br>
, s = e(&quot;./DataManager&quot;)<br>
, l = e(&quot;../Common/Utils&quot;)<br>
, u = cc._decorator<br>
, d = u.ccclass<br>
, p = u.property<br>
, f = function(e) {<br>
function t() {<br>
var t = null !== e &amp;&amp; e.apply(this, arguments) || this;<br>
return t.mainCamera = null,<br>
t.bgLayer = null,<br>
t.scoreLabel = null,<br>
t.scorePanel = null,<br>
t.guidePanel = null,<br>
t.injuredPanel = null,<br>
t.levelPanel = null,<br>
t.levelProgress = null,<br>
t.heartPanel = null,<br>
t.congratulation = null,<br>
t.adsButton = null,<br>
t.player = null,<br>
t.basicsScore = 300,<br>
t.currentScore = 0,<br>
t.targetScore = 0,<br>
t.scoreChangeValue = 0,<br>
t.isScoreChange = !1,<br>
t.lerpCtrl = !1,<br>
t.relerpCtrl = !1,<br>
t.level = 1,<br>
t.nowYQ = 0,<br>
t.passlevelYQ = 1,<br>
t.congratulationTime = 0,<br>
t<br>
}<br>
var n;<br>
return o(t, e),<br>
n = t,<br>
t.prototype.onLoad = function() {<br>
null != n.Instance &amp;&amp; n.Instance.destroy(),<br>
n.Instance = this<br>
}<br>
,<br>
t.prototype.start = function() {<br>
this.ShowScorePanel(),<br>
s.default.Instance.GetLevel() % 5 == 1 ? (this.passlevelYQ = .12,<br>
this.lerpCtrl = !0) : s.default.Instance.GetLevel() % 5 == 2 ? (this.passlevelYQ = .31,<br>
this.lerpCtrl = !0) : s.default.Instance.GetLevel() % 5 == 3 ? (this.passlevelYQ = .51,<br>
this.lerpCtrl = !0) : s.default.Instance.GetLevel() % 5 == 4 ? (this.passlevelYQ = .71,<br>
this.lerpCtrl = !0) : s.default.Instance.GetLevel() % 5 == 0 &amp;&amp; (this.passlevelYQ = 1,<br>
this.lerpCtrl = !0);<br>
var e = l.default.returnCurrentLanType();<br>
this.adsButton.active = 1 == e,<br>
cc.tween(this.adsButton.children[0].children[0]).to(.5, {<br>
scale: 1.2<br>
}).to(.5, {<br>
scale: 1<br>
}).union().repeatForever().start()<br>
}<br>
,<br>
t.prototype.update = function(e) {<br>
this.UpdateScoreLabel(e),<br>
this.lerpCtrl &amp;&amp; this.lerpNumFunc(this.passlevelYQ),<br>
this.levelPanel.children[1].getComponent(cc.Label).string = s.default.Instance.GetLevel().toString()<br>
}<br>
,<br>
t.prototype.adsButtonFunc = function() {<br>
window.location.href = &quot;https://activity.doumobfour.club/horse?appkey=8fa2be346ab599d74b7b35732652ab4d&amp;adSpaceKey=83e7c46c40f572de847a2d1b541f19b5&amp;1=1&quot;<br>
}<br>
,<br>
t.prototype.TestPasslevel = function() {<br>
var e = this;<br>
this.lerpCtrl = !0,<br>
this.nowYQ &gt;= this.passlevelYQ &amp;&amp; (this.levelPanel.children[2].runAction(cc.sequence(cc.delayTime(1.3), cc.callFunc(function() {<br>
e.relerpCtrl = !0,<br>
e.lerpCtrl = !1<br>
}), cc.callFunc(function() {<br>
e.level += 1,<br>
e.nowYQ = 0,<br>
e.passlevelYQ = 50 * e.level<br>
}))),<br>
r.default.Instance.Play(0, !1, 1),<br>
i.default.Instance.ShootFlower())<br>
}<br>
,<br>
t.prototype.showLevelProgressInfo = function() {<br>
this.levelPanel.children[1].children[0].getComponent(cc.Label).string = this.level.toString(),<br>
this.levelPanel.children[2].children[0].getComponent(cc.Label).string = (this.level + 1).toString(),<br>
this.levelPanel.children[1].runAction(cc.sequence(cc.scaleTo(.2, 1.2), cc.scaleTo(.2, 1))),<br>
this.levelPanel.children[2].runAction(cc.sequence(cc.scaleTo(.2, 1.2), cc.scaleTo(.2, 1))),<br>
this.levelPanel.children[0].children[0].getComponent(cc.Sprite).fillRange = 0,<br>
this.lerpCtrl = !1<br>
}<br>
,<br>
t.prototype.lerpNumFunc = function(e) {<br>
var t = this.levelProgress.children[0].children[0].getComponent(cc.Sprite).fillRange;<br>
e &gt; t ? (this.levelProgress.children[0].children[0].getComponent(cc.Sprite).fillRange += .005,<br>
(t = this.levelProgress.children[0].children[0].getComponent(cc.Sprite).fillRange) &gt;= e &amp;&amp; (this.lerpCtrl = !1)) : (this.levelProgress.children[0].children[0].getComponent(cc.Sprite).fillRange -= .015,<br>
(t = this.levelProgress.children[0].children[0].getComponent(cc.Sprite).fillRange) == e &amp;&amp; (this.lerpCtrl = !1))<br>
}<br>
,<br>
t.prototype.lerpNumFunc1 = function() {<br>
this.levelProgress.children[0].children[0].getComponent(cc.Sprite).fillRange -= .03,<br>
this.levelProgress.children[0].children[0].getComponent(cc.Sprite).fillRange &lt;= 0 &amp;&amp; (this.relerpCtrl = !1,<br>
this.showLevelProgressInfo())<br>
}<br>
,<br>
t.prototype.GuideArrawAction = function() {<br>
this.guidePanel.children[0].active = !0,<br>
this.guidePanel.children[0].runAction(cc.repeatForever(cc.sequence(cc.fadeIn(.1), cc.moveTo(1, 240, 190), cc.moveTo(.5, 120, 70), cc.fadeOut(.5), cc.moveTo(.01, -240, 190))))<br>
}<br>
,<br>
t.prototype.closeGuide = function() {<br>
this.guidePanel.children[0].active = !1<br>
}<br>
,<br>
t.prototype.SetScoreTween = function(e) {<br>
this.targetScore != e &amp;&amp; (this.targetScore = e,<br>
this.scoreChangeValue = Math.abs(this.targetScore - this.currentScore),<br>
this.isScoreChange = !0)<br>
}<br>
,<br>
t.prototype.UpdateScoreLabel = function(e) {<br>
if (this.isScoreChange) {<br>
this.currentScore += e * this.scoreChangeValue * 5,<br>
this.currentScore &gt;= this.targetScore &amp;&amp; (this.currentScore = this.targetScore,<br>
this.isScoreChange = !1);<br>
var t = Math.floor(this.currentScore);<br>
this.scoreLabel.string = t.toString()<br>
}<br>
}<br>
,<br>
t.prototype.SetScore = function(e) {<br>
var t = e.toString().length - 1;<br>
this.scoreLabel.node.children[1].x = 60 + 25 * t,<br>
e &lt; 1e3 ? (this.scoreLabel.string = String(e),<br>
this.scorePanel.children[0].children[0].active = !1,<br>
this.scorePanel.children[0].children[1].active = !0) : (this.scoreLabel.string = String(e),<br>
this.scoreLabel.node.scale = .7,<br>
this.scorePanel.children[0].children[0].active = !1,<br>
this.scorePanel.children[0].children[1].active = !0),<br>
a.default.score = e<br>
}<br>
,<br>
t.prototype.InjuredEffect = function() {<br>
this.injuredPanel.active = !0,<br>
this.injuredPanel.runAction(cc.sequence(cc.fadeTo(.1, 150), cc.fadeTo(.1, 0)))<br>
}<br>
,<br>
t.prototype.HideScorePanel = function() {<br>
this.scorePanel.runAction(cc.moveBy(.5, 0, 250)),<br>
this.levelPanel.runAction(cc.moveBy(.5, 0, 250)),<br>
this.levelProgress.runAction(cc.moveBy(.5, 0, 250)),<br>
this.heartPanel.runAction(cc.moveBy(.5, 0, 250))<br>
}<br>
,<br>
t.prototype.ShowScorePanel = function() {<br>
var e = this.node.children[0].position;<br>
this.scorePanel.runAction(cc.moveTo(.5, cc.v2(this.scorePanel.x, e.y - 20)).easing(cc.easeBackOut())),<br>
this.levelPanel.runAction(cc.moveTo(.5, e).easing(cc.easeBackOut())),<br>
this.levelProgress.runAction(cc.moveTo(.5, cc.v2(-230, e.y - 50)).easing(cc.easeBackOut())),<br>
this.heartPanel.runAction(cc.moveTo(.5, cc.v2(270, e.y - 50)).easing(cc.easeBackOut()))<br>
}<br>
,<br>
t.prototype.showCongratulation = function() {<br>
var e = this;<br>
r.default.Instance.Play(1, !1, 1),<br>
a.default.GameUpdateCtrl = !1,<br>
this.congratulation.active = !0,<br>
this.player.getComponent(cc.PolygonCollider).enabled = !1,<br>
this.congratulation.children[1].children[2].getComponent(cc.Label).string = a.default.score.toString(),<br>
this.congratulation.children[1].runAction(cc.sequence(cc.scaleTo(.5, 1).easing(cc.easeBackOut()), cc.callFunc(function() {<br>
e.congratulation.children[2].active = !0<br>
})))<br>
}<br>
,<br>
t.prototype.closeCongratulation = function() {<br>
var e = this;<br>
this.congratulation.children[2].active = !1,<br>
this.congratulation.children[1].runAction(cc.sequence(cc.scaleTo(.5, 0).easing(cc.easeBackIn()), cc.callFunc(function() {<br>
e.congratulation.active = !1,<br>
a.default.GameUpdateCtrl = !0<br>
}))),<br>
this.scheduleOnce(function() {<br>
e.player.getComponent(cc.PolygonCollider).enabled = !0<br>
}, 1)<br>
}<br>
,<br>
t.Instance = null,<br>
c([p(cc.Node)], t.prototype, &quot;mainCamera&quot;, void 0),<br>
c([p(cc.Node)], t.prototype, &quot;bgLayer&quot;, void 0),<br>
c([p(cc.Label)], t.prototype, &quot;scoreLabel&quot;, void 0),<br>
c([p(cc.Node)], t.prototype, &quot;scorePanel&quot;, void 0),<br>
c([p(cc.Node)], t.prototype, &quot;guidePanel&quot;, void 0),<br>
c([p(cc.Node)], t.prototype, &quot;injuredPanel&quot;, void 0),<br>
c([p(cc.Node)], t.prototype, &quot;levelPanel&quot;, void 0),<br>
c([p(cc.Node)], t.prototype, &quot;levelProgress&quot;, void 0),<br>
c([p(cc.Node)], t.prototype, &quot;heartPanel&quot;, void 0),<br>
c([p(cc.Node)], t.prototype, &quot;congratulation&quot;, void 0),<br>
c([p(cc.Node)], t.prototype, &quot;adsButton&quot;, void 0),<br>
c([p(cc.Node)], t.prototype, &quot;player&quot;, void 0),<br>
t = n = c([d], t)<br>
}(cc.Component);<br>
n.default = f,<br>
cc._RF.pop()<br>
}<br>
, {<br>
&quot;../Common/Utils&quot;: &quot;Utils&quot;,<br>
&quot;../common/PlayerInfo&quot;: &quot;PlayerInfo&quot;,<br>
&quot;./AudioManager&quot;: &quot;AudioManager&quot;,<br>
&quot;./DataManager&quot;: &quot;DataManager&quot;,<br>
&quot;./EffectCenter&quot;: &quot;EffectCenter&quot;<br>
}],<br>
MainManage: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
cc._RF.push(t, &quot;946adGkxvdBmZXnlD952XtK&quot;, &quot;MainManage&quot;);<br>
var o = e(&quot;HttpManagerJs&quot;)<br>
, c = e(&quot;LanguageSetJs&quot;)<br>
, a = e(&quot;GameConfig&quot;)<br>
, i = e(&quot;LoadSceneJs&quot;)<br>
, r = (e(&quot;GameUiTools&quot;),<br>
{<br>
gameHttpId: 0,<br>
subScoreHttp: null,<br>
gameNameText: null,<br>
gameInfoText: null,<br>
txtStartText: null,<br>
txtMoreText: null,<br>
txtAgainText: null,<br>
gameEndLText: null,<br>
gameEndL1Text: null,<br>
bgLayRgb: null,<br>
gameEndName1: null,<br>
gameEndName2: null,<br>
gameEndUrl1: null,<br>
gameEndUrl2: null,<br>
langugeType: 1,<br>
ranLinkData: null,<br>
adShowBefore: !1,<br>
adShowAfter: !0,<br>
endLayCol: null,<br>
moreBtnBgCol: null,<br>
moreBtnTextCol: null,<br>
recGameData: null,<br>
recGameUrl: null,<br>
recGameDelPau: null,<br>
recGameDelPer: null,<br>
recGameimg1: null,<br>
recGameimg2: null,<br>
recGamePos: null,<br>
InfoData: null,<br>
endShow0: null,<br>
endShow1: null,<br>
endShow2: null,<br>
endShow3: null,<br>
infoGameName: null,<br>
showText: null,<br>
startText: null,<br>
moreGameText: null,<br>
playAgainText: null,<br>
endHttpShowInfo: null,<br>
moreGameUrl: null,<br>
init: function(e, t, n) {<br>
if (!a.publicGameBool) {<br>
if (a.playNum &gt;= 1)<br>
return;<br>
a.playNum++<br>
}<br>
a.launchScene = e,<br>
a.Bros = t,<br>
a.caS = n,<br>
this.curType = 1,<br>
this.getHttpGameId(),<br>
this.gamePV_load(),<br>
console.log(&quot;thisg&quot;, this.gameHttpId),<br>
o.httpInitUrl(this.gameHttpId);<br>
var c = this.initLanguage();<br>
this.gameNameText = c.game_name,<br>
this.gameInfoText = c.game_info,<br>
this.txtStartText = c.txtStart,<br>
this.txtMoreText = c.txtMore,<br>
this.txtAgainText = c.txtAgain,<br>
this.gameEndLText = c.gameEndL,<br>
this.gameEndL1Text = c.gameEndL1,<br>
this.bgLayRgb = c.bgRgb,<br>
this.gameEndName1 = c.gameT2,<br>
this.gameEndName2 = c.gameT3,<br>
this.gameEndUrl1 = c.gameUrl1,<br>
this.gameEndUrl2 = c.gameUrl2,<br>
this.langugeType = this.curType,<br>
i.goToCover(this.adShowBefore, this.adShowAfter, e, t, n)<br>
},<br>
getHttpGameId: function() {<br>
var e = window.location.href<br>
, t = e.substring(0, e.lastIndexOf(&quot;//&quot;) + 2)<br>
, n = window.location.host<br>
, o = t + n + &quot;/Service/Share/index&quot;;<br>
this.gameAllHttp = o,<br>
cc.log(&quot;gameAll&quot;, this.gameAllHttp),<br>
this.subScoreHttp = t + n + &quot;/Service/Score/index&quot;,<br>
this.gamePvHttp = t + n + &quot;/Service/GamePv/index&quot;;<br>
var c = document.URL<br>
, a = 0<br>
, i = c.substring(c.lastIndexOf(&quot;/game/&quot;) + 1, c.length).split(&quot;/&quot;);<br>
i.length &gt;= 2 &amp;&amp; (a = i[1]),<br>
this.gameHttpId = a,<br>
cc.log(&quot;gameId&quot;, a);<br>
e.substring(e.lastIndexOf(&quot;//&quot;) + 4, e.lastIndexOf(&quot;com&quot;) + 3);<br>
this.moreGameUrl = &quot;http://m.wesane.com/&quot;<br>
},<br>
gameOverShowText: function(e, t) {<br>
this.ajaxLoad(&quot;http://www.wesane.com/admin.php/Gamescore/saveGamescore&quot;, &quot;gameScore=&quot; + e + &quot;&amp;gameId=&quot; + this.gameHttpId + &quot;&amp;gameType=&quot; + t, this.scoreResult)<br>
},<br>
gamePV_load: function() {<br>
this.ajaxLoad(&quot;http://www.wesane.com/admin.php/Activityshow/gamelogo&quot;, &quot;gameID=&quot; + this.gameHttpId, this.ajaxOnLogoResult)<br>
},<br>
ajaxOnLogoResult: function() {},<br>
ajaxLoad: function(e, t, n) {<br>
var o = cc.loader.getXMLHttpRequest();<br>
o.onreadystatechange = n,<br>
o.open(&quot;POST&quot;, e),<br>
o.setRequestHeader(&quot;Content-Type&quot;, &quot;application/x-www-form-urlencoded&quot;),<br>
o.send(t)<br>
},<br>
scoreResult: function(e) {<br>
if (null != e.currentTarget.response &amp;&amp; &quot;&quot; != e.currentTarget.response) {<br>
var t = JSON.parse(e.currentTarget.response);<br>
cc.log(&quot;endshow&quot;, t.content),<br>
r.endHttpShowInfo = t.content<br>
}<br>
},<br>
initLanguage: function() {<br>
var e = null;<br>
return cc.sys.language == cc.sys.LANGUAGE_CHINESE ? (this.curType = 1,<br>
e = c.language_1) : (cc.log(&quot;\u82f1\u6587&quot;),<br>
this.curType = 2,<br>
e = c.language_2),<br>
e<br>
},<br>
getLinkGameReturn: function(e, t, n, o) {<br>
if (console.log(&quot;err0&quot;, e),<br>
console.log(&quot;err1&quot;, t),<br>
console.log(&quot;err2&quot;, n),<br>
console.log(&quot;err3&quot;, o),<br>
0 == e) {<br>
this.ranLinkData = t,<br>
console.log(&quot;LoadMainGameScnee&quot;);<br>
var c = a.launchScene<br>
, r = a.Bros<br>
, s = a.caS;<br>
i.goToCover(this.adShowBefore, this.adShowAfter, c, r, s)<br>
}<br>
},<br>
ranRecGameData: function() {<br>
if (null != this.recGameData &amp;&amp; &quot;&quot; != this.recGameData) {<br>
this.returnBool = !1;<br>
var e = this.recGameData.length<br>
, t = a.returnRanNum(1, e) - 1;<br>
cc.log(&quot;ranNNN&quot;, t),<br>
this.recGameUrl = this.recGameData[t].data_link,<br>
this.recGameDelPer = this.recGameData[t].delay_per,<br>
this.recGameDelPau = this.recGameData[t].delay_pau,<br>
this.recGameimg1 = this.recGameData[t].img_1,<br>
this.recGameimg2 = this.recGameData[t].img_2,<br>
this.recGamePos = this.recGameData[t].poistion<br>
}<br>
},<br>
ranLinkUrl: function() {<br>
if (null != this.ranLinkData &amp;&amp; this.ranLinkData.gameList &amp;&amp; null != this.ranLinkData.gameList) {<br>
var e = this.ranLinkData.gameList.length<br>
, t = a.returnRanNum(1, e) - 1;<br>
return cc.log(&quot;templ&quot;, t, this.ranLinkData.gameList),<br>
cc.log(&quot;url&quot;, this.ranLinkData.gameList[0].gameName, this.ranLinkData.gameList[0].gameUrl),<br>
t<br>
}<br>
return null<br>
},<br>
gotoEndLayer: function() {<br>
if (a.publicGameBool)<br>
this.showGameEndLayer();<br>
else {<br>
if (adEndComplete = !1,<br>
resEndComplete = !1,<br>
this.needShow = null,<br>
1 == window.navigator.onLine) {<br>
var e = this.adShowAfter;<br>
console.log(&quot;ad&quot;, e),<br>
(e = null == e || void 0 == e || this.adShowAfter) ? (this.needShow = !0,<br>
console.log(&quot;showMyad&quot;),<br>
showMyAds()) : this.needShow = !1<br>
} else<br>
console.log(&quot;showOver1&quot;),<br>
this.showGameEndLayer(),<br>
this.needShow = null;<br>
console.log(&quot;showMyad2&quot;, this.needShow),<br>
null != this.needShow &amp;&amp; (console.log(&quot;showMyad3&quot;),<br>
this.needShow ? (console.log(&quot;pre&quot;, preloader),<br>
void 0 == preloader &amp;&amp; this.showGameEndLayer(),<br>
resEndComplete = !0,<br>
adEndComplete &amp;&amp; resEndComplete &amp;&amp; (console.log(&quot;showOver1&quot;),<br>
this.showGameEndLayer())) : (console.log(&quot;gam&quot;),<br>
this.showGameEndLayer()))<br>
}<br>
},<br>
gotoEndLayer1: function() {<br>
a.publicGameBool,<br>
this.showGameEndLayer()<br>
},<br>
showAd: function() {<br>
showMyAds()<br>
},<br>
showGameEndLayer: function() {<br>
cc.find(&quot;Canvas/gameManager&quot;).getComponent(&quot;GameManager&quot;).GameOver()<br>
}<br>
});<br>
t.exports = r,<br>
cc._RF.pop()<br>
}<br>
, {<br>
GameConfig: &quot;GameConfig&quot;,<br>
GameUiTools: &quot;GameUiTools&quot;,<br>
HttpManagerJs: &quot;HttpManagerJs&quot;,<br>
LanguageSetJs: &quot;LanguageSetJs&quot;,<br>
LoadSceneJs: &quot;LoadSceneJs&quot;<br>
}],<br>
NewAttribute: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
cc._RF.push(t, &quot;62ee1m0pwFHWpkb09UZL+1E&quot;, &quot;NewAttribute&quot;);<br>
var o = this &amp;&amp; this.__decorate || function(e, t, n, o) {<br>
var c, a = arguments.length, i = a &lt; 3 ? t : null === o ? o = Object.getOwnPropertyDescriptor(t, n) : o;<br>
if (&quot;object&quot; == typeof Reflect &amp;&amp; &quot;function&quot; == typeof Reflect.decorate)<br>
i = Reflect.decorate(e, t, n, o);<br>
else<br>
for (var r = e.length - 1; r &gt;= 0; r--)<br>
(c = e[r]) &amp;&amp; (i = (a &lt; 3 ? c(i) : a &gt; 3 ? c(t, n, i) : c(t, n)) || i);<br>
return a &gt; 3 &amp;&amp; i &amp;&amp; Object.defineProperty(t, n, i),<br>
i<br>
}<br>
;<br>
Object.defineProperty(n, &quot;__esModule&quot;, {<br>
value: !0<br>
});<br>
var c = cc._decorator<br>
, a = c.ccclass<br>
, i = c.property<br>
, r = function() {<br>
function e() {<br>
this.nickName = &quot;\u5927\u638c\u6559&quot;,<br>
this.qGroup = &quot;704391772&quot;<br>
}<br>
return o([i({<br>
displayName: &quot;\u6635\u79f0&quot;<br>
})], e.prototype, &quot;nickName&quot;, void 0),<br>
o([i({<br>
displayName: &quot;Q\u7fa4&quot;<br>
})], e.prototype, &quot;qGroup&quot;, void 0),<br>
e = o([a(&quot;Player&quot;)], e)<br>
}();<br>
n.default = r,<br>
cc._RF.pop()<br>
}<br>
, {}],<br>
PhysicsParticle: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
cc._RF.push(t, &quot;73fcd1QF4lBEY8WPMIj3xr6&quot;, &quot;PhysicsParticle&quot;);<br>
var o = this &amp;&amp; this.__extends || function() {<br>
var e = function(t, n) {<br>
return (e = Object.setPrototypeOf || {<br>
__proto__: []<br>
}instanceof Array &amp;&amp; function(e, t) {<br>
e.__proto__ = t<br>
}<br>
|| function(e, t) {<br>
for (var n in t)<br>
t.hasOwnProperty(n) &amp;&amp; (e[n] = t[n])<br>
}<br>
)(t, n)<br>
};<br>
return function(t, n) {<br>
function o() {<br>
this.constructor = t<br>
}<br>
e(t, n),<br>
t.prototype = null === n ? Object.create(n) : (o.prototype = n.prototype,<br>
new o)<br>
}<br>
}()<br>
, c = this &amp;&amp; this.__decorate || function(e, t, n, o) {<br>
var c, a = arguments.length, i = a &lt; 3 ? t : null === o ? o = Object.getOwnPropertyDescriptor(t, n) : o;<br>
if (&quot;object&quot; == typeof Reflect &amp;&amp; &quot;function&quot; == typeof Reflect.decorate)<br>
i = Reflect.decorate(e, t, n, o);<br>
else<br>
for (var r = e.length - 1; r &gt;= 0; r--)<br>
(c = e[r]) &amp;&amp; (i = (a &lt; 3 ? c(i) : a &gt; 3 ? c(t, n, i) : c(t, n)) || i);<br>
return a &gt; 3 &amp;&amp; i &amp;&amp; Object.defineProperty(t, n, i),<br>
i<br>
}<br>
;<br>
Object.defineProperty(n, &quot;__esModule&quot;, {<br>
value: !0<br>
});<br>
var a = e(&quot;../Common/PoolManager&quot;)<br>
, i = cc._decorator<br>
, r = i.ccclass<br>
, s = i.property<br>
, l = function(e) {<br>
function t() {<br>
var t = null !== e &amp;&amp; e.apply(this, arguments) || this;<br>
return t.prefabName = &quot;default&quot;,<br>
t.gravityScale = 0,<br>
t.dropTime = 0,<br>
t.deadTime = 0,<br>
t.dropTimeTicker = 0,<br>
t.isDead = !1,<br>
t.velocity = cc.v2(0, 0),<br>
t<br>
}<br>
return o(t, e),<br>
t.prototype.Reset = function() {<br>
this.node.stopAllActions(),<br>
this.node.scale = 1,<br>
this.velocity = cc.v2(0, 0),<br>
this.dropTimeTicker = 0,<br>
this.isDead = !1<br>
}<br>
,<br>
t.prototype.SetVelocity = function(e, t) {<br>
this.velocity = e,<br>
this.dropTime = t,<br>
this.dropTimeTicker = this.dropTime<br>
}<br>
,<br>
t.prototype.update = function(e) {<br>
this.node.x += this.velocity.x * e,<br>
this.node.y += this.velocity.y * e,<br>
this.velocity.y += this.gravityScale * e,<br>
this.isDead || (this.dropTimeTicker -= e,<br>
this.dropTimeTicker &lt;= 0 &amp;&amp; (this.isDead = !0,<br>
this.node.runAction(cc.sequence(cc.scaleTo(this.deadTime, 0), cc.callFunc(function(e) {<br>
a.default.Despawn(this.prefabName, e)<br>
}, this)))))<br>
}<br>
,<br>
c([s], t.prototype, &quot;prefabName&quot;, void 0),<br>
c([s], t.prototype, &quot;gravityScale&quot;, void 0),<br>
c([s], t.prototype, &quot;dropTime&quot;, void 0),<br>
c([s], t.prototype, &quot;deadTime&quot;, void 0),<br>
c([s(cc.Vec2)], t.prototype, &quot;velocity&quot;, void 0),<br>
t = c([r], t)<br>
}(cc.Component);<br>
n.default = l,<br>
cc._RF.pop()<br>
}<br>
, {<br>
&quot;../Common/PoolManager&quot;: &quot;PoolManager&quot;<br>
}],<br>
PlayerInfo: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
cc._RF.push(t, &quot;ea489dPDU9OZYOr2dE1HqB7&quot;, &quot;PlayerInfo&quot;),<br>
Object.defineProperty(n, &quot;__esModule&quot;, {<br>
value: !0<br>
});<br>
var o = function() {<br>
function e() {}<br>
return e.playerTouch = !0,<br>
e.score = 0,<br>
e.knifeStatic = &quot;Idle&quot;,<br>
e.knifeLR = 1,<br>
e.GameUpdateCtrl = !0,<br>
e.playNum = 0,<br>
e.tuoweiCtrl = !1,<br>
e.bgNumber = 0,<br>
e<br>
}();<br>
n.default = o,<br>
cc._RF.pop()<br>
}<br>
, {}],<br>
PoolManager: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
cc._RF.push(t, &quot;42678O0bOREZKAMjCljpxI3&quot;, &quot;PoolManager&quot;);<br>
var o = this &amp;&amp; this.__extends || function() {<br>
var e = function(t, n) {<br>
return (e = Object.setPrototypeOf || {<br>
__proto__: []<br>
}instanceof Array &amp;&amp; function(e, t) {<br>
e.__proto__ = t<br>
}<br>
|| function(e, t) {<br>
for (var n in t)<br>
t.hasOwnProperty(n) &amp;&amp; (e[n] = t[n])<br>
}<br>
)(t, n)<br>
};<br>
return function(t, n) {<br>
function o() {<br>
this.constructor = t<br>
}<br>
e(t, n),<br>
t.prototype = null === n ? Object.create(n) : (o.prototype = n.prototype,<br>
new o)<br>
}<br>
}()<br>
, c = this &amp;&amp; this.__decorate || function(e, t, n, o) {<br>
var c, a = arguments.length, i = a &lt; 3 ? t : null === o ? o = Object.getOwnPropertyDescriptor(t, n) : o;<br>
if (&quot;object&quot; == typeof Reflect &amp;&amp; &quot;function&quot; == typeof Reflect.decorate)<br>
i = Reflect.decorate(e, t, n, o);<br>
else<br>
for (var r = e.length - 1; r &gt;= 0; r--)<br>
(c = e[r]) &amp;&amp; (i = (a &lt; 3 ? c(i) : a &gt; 3 ? c(t, n, i) : c(t, n)) || i);<br>
return a &gt; 3 &amp;&amp; i &amp;&amp; Object.defineProperty(t, n, i),<br>
i<br>
}<br>
;<br>
Object.defineProperty(n, &quot;__esModule&quot;, {<br>
value: !0<br>
});<br>
var a = cc._decorator<br>
, i = a.ccclass<br>
, r = a.property<br>
, s = function(e) {<br>
function t() {<br>
var t = null !== e &amp;&amp; e.apply(this, arguments) || this;<br>
return t.allPrefab = [],<br>
t.allPrefabMap = null,<br>
t.poolMap = null,<br>
t<br>
}<br>
var n;<br>
return o(t, e),<br>
n = t,<br>
t.prototype.onLoad = function() {<br>
null != n.Instance &amp;&amp; n.Instance.destroy(),<br>
n.Instance = this,<br>
this.allPrefabMap = new Map,<br>
this.poolMap = new Map;<br>
for (var e = 0; e &lt; this.allPrefab.length; e++) {<br>
this.allPrefabMap.set(this.allPrefab[e].name, this.allPrefab[e]),<br>
cc.log(this.allPrefab[e].name);<br>
var t = new cc.NodePool;<br>
this.poolMap.set(this.allPrefab[e].name, t)<br>
}<br>
}<br>
,<br>
t.Spawn = function(e, t) {<br>
if (void 0 === t &amp;&amp; (t = null),<br>
!n.Instance.poolMap.has(e))<br>
return cc.warn(&quot;no prefab named &quot; + e),<br>
null;<br>
var o = n.Instance.poolMap.get(e);<br>
if (o.size() &gt; 0) {<br>
var c = o.get();<br>
return null != t &amp;&amp; (c.parent = t),<br>
c<br>
}<br>
var a = cc.instantiate(n.Instance.allPrefabMap.get(e));<br>
return null != t &amp;&amp; (a.parent = t),<br>
a<br>
}<br>
,<br>
t.Despawn = function(e, t) {<br>
if (!n.Instance.poolMap.has(e))<br>
return cc.log(&quot;\u56de\u6536\u5931\u8d25,\u8282\u70b9\u540d : &quot; + e),<br>
null;<br>
n.Instance.poolMap.get(e).put(t)<br>
}<br>
,<br>
t.GetPrefab = function(e) {<br>
return n.Instance.allPrefabMap.has(e) ? n.Instance.allPrefabMap.get(e) : null<br>
}<br>
,<br>
t.Preload = function(e, t) {<br>
if (!n.Instance.poolMap.has(e))<br>
return null;<br>
for (var o = n.Instance.poolMap.get(e), c = 0; c &lt; t; c++) {<br>
var a = cc.instantiate(n.Instance.allPrefabMap.get(e));<br>
o.put(a)<br>
}<br>
}<br>
,<br>
t.Instance = null,<br>
c([r([cc.Prefab])], t.prototype, &quot;allPrefab&quot;, void 0),<br>
t = n = c([i], t)<br>
}(cc.Component);<br>
n.default = s,<br>
cc._RF.pop()<br>
}<br>
, {}],<br>
RandomFly: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
cc._RF.push(t, &quot;a801awRcfxIuaFIGRbzJh/6&quot;, &quot;RandomFly&quot;);<br>
var o = this &amp;&amp; this.__extends || function() {<br>
var e = function(t, n) {<br>
return (e = Object.setPrototypeOf || {<br>
__proto__: []<br>
}instanceof Array &amp;&amp; function(e, t) {<br>
e.__proto__ = t<br>
}<br>
|| function(e, t) {<br>
for (var n in t)<br>
t.hasOwnProperty(n) &amp;&amp; (e[n] = t[n])<br>
}<br>
)(t, n)<br>
};<br>
return function(t, n) {<br>
function o() {<br>
this.constructor = t<br>
}<br>
e(t, n),<br>
t.prototype = null === n ? Object.create(n) : (o.prototype = n.prototype,<br>
new o)<br>
}<br>
}()<br>
, c = this &amp;&amp; this.__decorate || function(e, t, n, o) {<br>
var c, a = arguments.length, i = a &lt; 3 ? t : null === o ? o = Object.getOwnPropertyDescriptor(t, n) : o;<br>
if (&quot;object&quot; == typeof Reflect &amp;&amp; &quot;function&quot; == typeof Reflect.decorate)<br>
i = Reflect.decorate(e, t, n, o);<br>
else<br>
for (var r = e.length - 1; r &gt;= 0; r--)<br>
(c = e[r]) &amp;&amp; (i = (a &lt; 3 ? c(i) : a &gt; 3 ? c(t, n, i) : c(t, n)) || i);<br>
return a &gt; 3 &amp;&amp; i &amp;&amp; Object.defineProperty(t, n, i),<br>
i<br>
}<br>
;<br>
Object.defineProperty(n, &quot;__esModule&quot;, {<br>
value: !0<br>
});<br>
var a = e(&quot;./SpriteManager&quot;)<br>
, i = e(&quot;./Utils&quot;)<br>
, r = cc._decorator<br>
, s = r.ccclass<br>
, l = r.property<br>
, u = function(e) {<br>
function t() {<br>
var t = null !== e &amp;&amp; e.apply(this, arguments) || this;<br>
return t.id = 1,<br>
t.wing_r = null,<br>
t.wing_l = null,<br>
t.body = null,<br>
t.isUser = !0,<br>
t.isUpdate = !0,<br>
t.turnNum = 0,<br>
t.mosquitoSpeedLen = 2,<br>
t.mosquitoSpeedMaxR = 4,<br>
t.mosquitoSpeedR = 0,<br>
t.mosquitoTargetR = 0,<br>
t.mosquitoTargetMaxR = 359,<br>
t.mosquitoAddR = !0,<br>
t.checkEdgeDelayCount = 0,<br>
t.newPos = cc.v2(0, 0),<br>
t.dir = cc.v2(0, 1),<br>
t.fadeTime = 0,<br>
t.fadeTicker = 1,<br>
t.isFade = !1,<br>
t.mapScale = 1,<br>
t.onEdgeFlag = !0,<br>
t.isTurn = !1,<br>
t<br>
}<br>
return o(t, e),<br>
t.prototype.onLoad = function() {}<br>
,<br>
t.prototype.SetId = function(e) {<br>
e &lt; 1 &amp;&amp; (e = 1),<br>
e &gt; 4 &amp;&amp; (e = 4);<br>
var t = a.default.Instance.GetSpriteFrame(&quot;littleWing&quot; + e)<br>
, n = a.default.Instance.GetSpriteFrame(&quot;littleBody&quot; + e);<br>
this.wing_l.getComponent(cc.Sprite).spriteFrame = t,<br>
this.wing_r.getComponent(cc.Sprite).spriteFrame = t,<br>
this.body.getComponent(cc.Sprite).spriteFrame = n<br>
}<br>
,<br>
t.prototype.startFun = function() {<br>
this.wing_r.stopAllActions(),<br>
this.wing_l.stopAllActions(),<br>
this.wingAction(),<br>
this.isUser = !0,<br>
this.isUpdate = !0,<br>
this.turnNum = i.default.Random(10, 20),<br>
this.mosquitoSpeedR = 0,<br>
this.mosquitoTargetR = 0,<br>
this.mosquitoTargetMaxR = 359,<br>
this.mosquitoAddR = !0,<br>
this.mapScale = 1,<br>
this.onEdgeFlag = !0,<br>
this.isTurn = !0,<br>
this.setMosquitoSpeed()<br>
}<br>
,<br>
t.prototype.wingAction = function() {<br>
this.wing_r.runAction(cc.repeatForever(cc.sequence(cc.scaleTo(.2, 1).easing(cc.easeSineInOut()), cc.scaleTo(.2, .4, 1).easing(cc.easeSineInOut())))),<br>
this.wing_l.runAction(cc.repeatForever(cc.sequence(cc.scaleTo(.2, -1, 1).easing(cc.easeSineInOut()), cc.scaleTo(.2, -.4, 1).easing(cc.easeSineInOut()))))<br>
}<br>
,<br>
t.prototype.start = function() {}<br>
,<br>
t.prototype.setMosquitoSpeed = function() {<br>
this.node.angle &gt;= 360 ? this.node.angle -= 360 : this.node.angle &lt; 0 &amp;&amp; (this.node.angle += 360),<br>
this.mosquitoSpeedR = Math.random() * this.mosquitoSpeedMaxR * 2 - this.mosquitoSpeedMaxR;<br>
var e = Math.random() * this.mosquitoTargetMaxR * (Math.abs(this.mosquitoSpeedR) / (this.mosquitoSpeedMaxR + .4 * this.mapScale));<br>
this.mosquitoSpeedR &gt; 0 ? (this.mosquitoTargetR = this.node.angle + e,<br>
this.mosquitoAddR = !0) : (this.mosquitoTargetR = this.node.angle - e,<br>
this.mosquitoAddR = !1),<br>
this.checkEdgeDelayCount = 0,<br>
this.onEdgeFlag &amp;&amp; Math.abs(this.mosquitoSpeedR) &gt; 2 &amp;&amp; (this.mosquitoSpeedR = this.mosquitoSpeedR / 3 * 2,<br>
this.mosquitoTargetR = this.mosquitoTargetR / 3 * 2),<br>
this.onEdgeFlag = !1,<br>
this.turnNum--,<br>
this.turnNum &lt;= 0 &amp;&amp; (this.isTurn = !1)<br>
}<br>
,<br>
t.prototype.updateMosquito = function() {<br>
var e = this.mosquitoSpeedLen<br>
, t = this.mosquitoSpeedR<br>
, n = this.mosquitoTargetR<br>
, o = this.node<br>
, c = this.getPointByCPAndAngleAndLen(o.getPosition(), o.angle + t, e);<br>
o.setPosition(c),<br>
o.angle += t,<br>
this.mosquitoAddR ? o.angle &gt;= n &amp;&amp; this.setMosquitoSpeed() : o.angle &lt;= n &amp;&amp; this.setMosquitoSpeed()<br>
}<br>
,<br>
t.prototype.setPos = function() {<br>
this.node.position.x &lt; 0 ? this.newPos = cc.v2(-cc.winSize.width / 2 - 100, this.node.position.y) : this.newPos = cc.v2(cc.winSize.width / 2 + 100, this.node.position.y),<br>
this.isUser = !1<br>
}<br>
,<br>
t.prototype.setPos_1 = function() {<br>
this.isUpdate = !1,<br>
this.scheduleOnce(function() {<br>
this.isUpdate = !0,<br>
this.setPos()<br>
}, .5)<br>
}<br>
,<br>
t.prototype.update = function(e) {<br>
this.isUpdate &amp;&amp; this.isUser &amp;&amp; (this.updateMosquito(),<br>
this.checkOnEdge(!0)),<br>
this.isFade || (this.fadeTicker -= e,<br>
this.fadeTicker &lt; 0 &amp;&amp; (this.fadeTicker = 0,<br>
this.isFade = !0,<br>
this.node.runAction(cc.sequence(cc.fadeOut(.5), cc.callFunc(function(e) {}, this)))))<br>
}<br>
,<br>
t.prototype.updateMove_1 = function(e) {<br>
this.dir = cc.v2(this.node.position).sub(this.newPos).normalize().neg();<br>
var t = 1 * (this.dir.x * this.mosquitoSpeedLen * 3)<br>
, n = 1 * (this.dir.y * this.mosquitoSpeedLen * 3)<br>
, o = this.node.x + t<br>
, c = this.node.y + n;<br>
this.node.x = o,<br>
this.node.y = c;<br>
var a = 180 * Math.atan2(this.dir.y, this.dir.x) / Math.PI;<br>
a = 360 - a + 90,<br>
this.node.angle = a<br>
}<br>
,<br>
t.prototype.updateMove = function(e) {<br>
this.dir = cc.v2(this.node.position).sub(this.newPos).normalize().neg();<br>
var t = 1 * (this.dir.x * this.mosquitoSpeedLen)<br>
, n = 1 * (this.dir.y * this.mosquitoSpeedLen)<br>
, o = this.node.x + t<br>
, c = this.node.y + n;<br>
this.node.x = o,<br>
this.node.y = c;<br>
var a = 180 * Math.atan2(this.dir.y, this.dir.x) / Math.PI;<br>
a = 360 - a + 90,<br>
this.node.angle = a<br>
}<br>
,<br>
t.prototype.setMosquitoBackSpeed = function() {<br>
this.isTurn = !1,<br>
this.scheduleOnce(function() {<br>
this.isTurn = !0,<br>
this.setMosquitoSpeed()<br>
}, 2)<br>
}<br>
,<br>
t.prototype.checkOnEdge = function(e) {<br>
this.node.x &gt; cc.winSize.width / 2 + 100 ? e ? this.setMosquitoBackSpeed() : this.node.active = !1 : this.node.x &lt; -cc.winSize.width / 2 - 100 ? e ? this.setMosquitoBackSpeed() : this.node.active = !1 : this.node.y &gt; cc.winSize.height / 2 + 100 ? e ? this.setMosquitoBackSpeed() : this.node.active = !1 : this.node.y &lt; -cc.winSize.height / 2 - 100 &amp;&amp; (e ? this.setMosquitoBackSpeed() : this.node.active = !1)<br>
}<br>
,<br>
t.prototype.getAngle = function(e, t, n, o) {<br>
var c = Math.abs(e - n)<br>
, a = Math.abs(t - o)<br>
, i = a / Math.sqrt(Math.pow(c, 2) + Math.pow(a, 2))<br>
, r = Math.acos(i)<br>
, s = 180 / (Math.PI / r);<br>
return t &gt; o &amp;&amp; (s = 180 - s),<br>
e &gt; n &amp;&amp; (s *= -1),<br>
s<br>
}<br>
,<br>
t.prototype.getPointByCPAndAngleAndLen = function(e, t, n) {<br>
var o = -t * Math.PI / 180<br>
, c = n * Math.cos(o)<br>
, a = n * Math.sin(o);<br>
return cc.v2(e.x + a, e.y + c)<br>
}<br>
,<br>
c([l], t.prototype, &quot;id&quot;, void 0),<br>
c([l(cc.Node)], t.prototype, &quot;wing_r&quot;, void 0),<br>
c([l(cc.Node)], t.prototype, &quot;wing_l&quot;, void 0),<br>
c([l(cc.Node)], t.prototype, &quot;body&quot;, void 0),<br>
c([l], t.prototype, &quot;mosquitoSpeedLen&quot;, void 0),<br>
c([l], t.prototype, &quot;mosquitoSpeedMaxR&quot;, void 0),<br>
c([l], t.prototype, &quot;fadeTime&quot;, void 0),<br>
t = c([s], t)<br>
}(cc.Component);<br>
n.default = u,<br>
cc._RF.pop()<br>
}<br>
, {<br>
&quot;./SpriteManager&quot;: &quot;SpriteManager&quot;,<br>
&quot;./Utils&quot;: &quot;Utils&quot;<br>
}],<br>
RenderWater: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
cc._RF.push(t, &quot;ed67fc+jBJNaKKrcIP1lh6B&quot;, &quot;RenderWater&quot;);<br>
var o = this &amp;&amp; this.__extends || function() {<br>
var e = function(t, n) {<br>
return (e = Object.setPrototypeOf || {<br>
__proto__: []<br>
}instanceof Array &amp;&amp; function(e, t) {<br>
e.__proto__ = t<br>
}<br>
|| function(e, t) {<br>
for (var n in t)<br>
t.hasOwnProperty(n) &amp;&amp; (e[n] = t[n])<br>
}<br>
)(t, n)<br>
};<br>
return function(t, n) {<br>
function o() {<br>
this.constructor = t<br>
}<br>
e(t, n),<br>
t.prototype = null === n ? Object.create(n) : (o.prototype = n.prototype,<br>
new o)<br>
}<br>
}()<br>
, c = this &amp;&amp; this.__decorate || function(e, t, n, o) {<br>
var c, a = arguments.length, i = a &lt; 3 ? t : null === o ? o = Object.getOwnPropertyDescriptor(t, n) : o;<br>
if (&quot;object&quot; == typeof Reflect &amp;&amp; &quot;function&quot; == typeof Reflect.decorate)<br>
i = Reflect.decorate(e, t, n, o);<br>
else<br>
for (var r = e.length - 1; r &gt;= 0; r--)<br>
(c = e[r]) &amp;&amp; (i = (a &lt; 3 ? c(i) : a &gt; 3 ? c(t, n, i) : c(t, n)) || i);<br>
return a &gt; 3 &amp;&amp; i &amp;&amp; Object.defineProperty(t, n, i),<br>
i<br>
}<br>
;<br>
Object.defineProperty(n, &quot;__esModule&quot;, {<br>
value: !0<br>
});<br>
var a = cc._decorator<br>
, i = a.ccclass<br>
, r = a.property<br>
, s = function(e) {<br>
function t() {<br>
var t = null !== e &amp;&amp; e.apply(this, arguments) || this;<br>
return t.waterCamera = null,<br>
t.waterConnect = null,<br>
t.waterParent = null,<br>
t.cup = null,<br>
t.prefab_water = null,<br>
t._water_pool = null,<br>
t._waterGenrateCount = 0,<br>
t<br>
}<br>
return o(t, e),<br>
t.prototype.start = function() {}<br>
,<br>
t.prototype.onLoad = function() {<br>
var e = new cc.RenderTexture;<br>
e.initWithSize(cc.winSize.width, cc.winSize.height);<br>
var t = new cc.SpriteFrame;<br>
t.setTexture(e),<br>
this.waterCamera.targetTexture = e,<br>
this.waterConnect.spriteFrame = t<br>
}<br>
,<br>
t.prototype.createWater = function() {<br>
this.resetWater();<br>
for (var e = 0; e &lt; 50; e++) {<br>
var t = this._water_pool.shift();<br>
t || (t = cc.instantiate(this.prefab_water),<br>
this.waterParent.addChild(t)),<br>
t.active = !1,<br>
t.scale = .4,<br>
t.x = this.cup.x,<br>
t.y = this.cup.y + 10<br>
}<br>
this._waterGenrateCount = 0,<br>
this.schedule(this.scheduleWater, .05, this.waterParent.childrenCount - 1)<br>
}<br>
,<br>
t.prototype.scheduleWater = function() {<br>
this.waterParent.children[this._waterGenrateCount++].active = !0<br>
}<br>
,<br>
t.prototype.resetWater = function() {<br>
var e = this;<br>
this.unschedule(this.scheduleWater),<br>
this.waterParent.children.forEach(function(t) {<br>
t.active = !1,<br>
e._water_pool.push(t)<br>
})<br>
}<br>
,<br>
c([r(cc.Camera)], t.prototype, &quot;waterCamera&quot;, void 0),<br>
c([r(cc.Sprite)], t.prototype, &quot;waterConnect&quot;, void 0),<br>
c([r(cc.Node)], t.prototype, &quot;waterParent&quot;, void 0),<br>
t = c([i], t)<br>
}(cc.Component);<br>
n.default = s,<br>
cc._RF.pop()<br>
}<br>
, {}],<br>
Rocker: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
cc._RF.push(t, &quot;8d9fdeeLCdEi5Zh0PNydB+G&quot;, &quot;Rocker&quot;);<br>
var o = this &amp;&amp; this.__extends || function() {<br>
var e = function(t, n) {<br>
return (e = Object.setPrototypeOf || {<br>
__proto__: []<br>
}instanceof Array &amp;&amp; function(e, t) {<br>
e.__proto__ = t<br>
}<br>
|| function(e, t) {<br>
for (var n in t)<br>
t.hasOwnProperty(n) &amp;&amp; (e[n] = t[n])<br>
}<br>
)(t, n)<br>
};<br>
return function(t, n) {<br>
function o() {<br>
this.constructor = t<br>
}<br>
e(t, n),<br>
t.prototype = null === n ? Object.create(n) : (o.prototype = n.prototype,<br>
new o)<br>
}<br>
}()<br>
, c = this &amp;&amp; this.__decorate || function(e, t, n, o) {<br>
var c, a = arguments.length, i = a &lt; 3 ? t : null === o ? o = Object.getOwnPropertyDescriptor(t, n) : o;<br>
if (&quot;object&quot; == typeof Reflect &amp;&amp; &quot;function&quot; == typeof Reflect.decorate)<br>
i = Reflect.decorate(e, t, n, o);<br>
else<br>
for (var r = e.length - 1; r &gt;= 0; r--)<br>
(c = e[r]) &amp;&amp; (i = (a &lt; 3 ? c(i) : a &gt; 3 ? c(t, n, i) : c(t, n)) || i);<br>
return a &gt; 3 &amp;&amp; i &amp;&amp; Object.defineProperty(t, n, i),<br>
i<br>
}<br>
;<br>
Object.defineProperty(n, &quot;__esModule&quot;, {<br>
value: !0<br>
});<br>
var a = cc._decorator<br>
, i = a.ccclass<br>
, r = a.property<br>
, s = function(e) {<br>
function t() {<br>
var t = null !== e &amp;&amp; e.apply(this, arguments) || this;<br>
return t.stick = null,<br>
t.dir = null,<br>
t<br>
}<br>
return o(t, e),<br>
t.prototype.start = function() {<br>
this.stick.x = 0,<br>
this.stick.y = 0,<br>
this.dir = cc.v2(0, 0)<br>
}<br>
,<br>
c([r(cc.Node)], t.prototype, &quot;stick&quot;, void 0),<br>
t = c([i], t)<br>
}(cc.Component);<br>
n.default = s,<br>
cc._RF.pop()<br>
}<br>
, {}],<br>
RotateAround: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
cc._RF.push(t, &quot;d0683O41+dL0LiH0SbEMp2i&quot;, &quot;RotateAround&quot;);<br>
var o, c = this &amp;&amp; this.__extends || function() {<br>
var e = function(t, n) {<br>
return (e = Object.setPrototypeOf || {<br>
__proto__: []<br>
}instanceof Array &amp;&amp; function(e, t) {<br>
e.__proto__ = t<br>
}<br>
|| function(e, t) {<br>
for (var n in t)<br>
t.hasOwnProperty(n) &amp;&amp; (e[n] = t[n])<br>
}<br>
)(t, n)<br>
};<br>
return function(t, n) {<br>
function o() {<br>
this.constructor = t<br>
}<br>
e(t, n),<br>
t.prototype = null === n ? Object.create(n) : (o.prototype = n.prototype,<br>
new o)<br>
}<br>
}(), a = this &amp;&amp; this.__decorate || function(e, t, n, o) {<br>
var c, a = arguments.length, i = a &lt; 3 ? t : null === o ? o = Object.getOwnPropertyDescriptor(t, n) : o;<br>
if (&quot;object&quot; == typeof Reflect &amp;&amp; &quot;function&quot; == typeof Reflect.decorate)<br>
i = Reflect.decorate(e, t, n, o);<br>
else<br>
for (var r = e.length - 1; r &gt;= 0; r--)<br>
(c = e[r]) &amp;&amp; (i = (a &lt; 3 ? c(i) : a &gt; 3 ? c(t, n, i) : c(t, n)) || i);<br>
return a &gt; 3 &amp;&amp; i &amp;&amp; Object.defineProperty(t, n, i),<br>
i<br>
}<br>
;<br>
Object.defineProperty(n, &quot;__esModule&quot;, {<br>
value: !0<br>
}),<br>
function(e) {<br>
e[e.PositiveX = 0] = &quot;PositiveX&quot;,<br>
e[e.PositiveY = 1] = &quot;PositiveY&quot;,<br>
e[e.NegativeX = 2] = &quot;NegativeX&quot;,<br>
e[e.NegativeY = 3] = &quot;NegativeY&quot;<br>
}(o = n.Axis || (n.Axis = {}));<br>
var i = cc._decorator<br>
, r = i.ccclass<br>
, s = i.property<br>
, l = function(e) {<br>
function t() {<br>
var t = null !== e &amp;&amp; e.apply(this, arguments) || this;<br>
return t.targetPos = null,<br>
t.clockwise = !0,<br>
t.timePerRound = 5,<br>
t.faceToTarget = !1,<br>
t.faceAxis = o.NegativeY,<br>
t.autoStart = !1,<br>
t.angle = 0,<br>
t.radius = 0,<br>
t.isRotating = !1,<br>
t.ischangeFunc = !1,<br>
t<br>
}<br>
return c(t, e),<br>
t.prototype.start = function() {<br>
this.autoStart &amp;&amp; this.run()<br>
}<br>
,<br>
t.prototype.update = function(e) {<br>
if (this.isRotating &amp;&amp; this.targetPos) {<br>
var t = Math.PI / 180 * this.angle;<br>
if (this.node.x = this.targetPos.x + this.radius * Math.cos(t),<br>
this.node.y = this.targetPos.y + this.radius * Math.sin(t),<br>
this.faceToTarget)<br>
switch (this.faceAxis) {<br>
case o.PositiveX:<br>
this.node.angle = this.angle + 180;<br>
break;<br>
case o.PositiveY:<br>
this.node.angle = this.angle + 90;<br>
break;<br>
case o.NegativeX:<br>
this.node.angle = this.angle;<br>
break;<br>
case o.NegativeY:<br>
this.node.angle = this.angle - 90<br>
}<br>
var n = e * (360 / this.timePerRound);<br>
this.clockwise ? this.angle -= n : this.angle += n,<br>
this.angle &gt;= 360 ? this.angle %= 360 : this.angle &lt;= -360 &amp;&amp; (this.angle %= -360)<br>
}<br>
}<br>
,<br>
t.prototype.run = function(e, t, n, o, c) {<br>
if (e &amp;&amp; (this.targetPos = e),<br>
t &amp;&amp; (this.clockwise = t),<br>
n &amp;&amp; (this.timePerRound = n),<br>
o &amp;&amp; (this.faceToTarget = o),<br>
c &amp;&amp; (this.faceAxis = c),<br>
!this.targetPos)<br>
return cc.log(&quot;No target!&quot;);<br>
this.ischangeFunc ? this.node.y &gt; 0 ? this.angle = this.getAngle(this.targetPos, this.node.getPosition()) + 90 : this.angle = this.getAngle(this.targetPos, this.node.getPosition()) - 90 : this.angle = this.getAngle(this.targetPos, this.node.getPosition()),<br>
this.radius = this.getDistance(this.targetPos, this.node.getPosition());<br>
var a = Math.PI / 180 * this.angle;<br>
this.node.x = this.targetPos.x + this.radius * Math.cos(a),<br>
this.node.y = this.targetPos.y + this.radius * Math.sin(a),<br>
this.isRotating = !0<br>
}<br>
,<br>
t.prototype.stop = function() {<br>
this.isRotating = !1<br>
}<br>
,<br>
t.prototype.getAngle = function(e, t) {<br>
return Math.atan2(e.y - t.y, t.x - e.x)<br>
}<br>
,<br>
t.prototype.getDistance = function(e, t) {<br>
return Math.sqrt(Math.pow(t.x - e.x, 2) + Math.pow(t.y - e.y, 2))<br>
}<br>
,<br>
a([s(cc.Vec2)], t.prototype, &quot;targetPos&quot;, void 0),<br>
a([s({<br>
tooltip: !1<br>
})], t.prototype, &quot;clockwise&quot;, void 0),<br>
a([s({<br>
tooltip: !1<br>
})], t.prototype, &quot;timePerRound&quot;, void 0),<br>
a([s({<br>
tooltip: !1<br>
})], t.prototype, &quot;faceToTarget&quot;, void 0),<br>
a([s({<br>
type: cc.Enum(o),<br>
tooltip: !1,<br>
visible: function() {<br>
return this.faceToTarget<br>
}<br>
})], t.prototype, &quot;faceAxis&quot;, void 0),<br>
a([s({<br>
tooltip: &quot;\u81ea\u52a8\u5f00\u59cb\u65cb\u8f6c&quot;<br>
})], t.prototype, &quot;autoStart&quot;, void 0),<br>
t = a([r], t)<br>
}(cc.Component);<br>
n.default = l,<br>
cc._RF.pop()<br>
}<br>
, {}],<br>
Shake: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
cc._RF.push(t, &quot;ae84f5GUmxA6pQM/u/0FkbQ&quot;, &quot;Shake&quot;);<br>
var o = cc.ActionInterval.extend({<br>
targetNode: cc.Node,<br>
nodeInitialPos: null,<br>
nodeShakeStrengthX: 0,<br>
nodeShakeStrengthY: 0,<br>
xOffset: 0,<br>
yOffset: 0,<br>
duration: 0,<br>
getRandomStrength: function(e, t) {<br>
return Math.random() * (t - e + 1) + e<br>
},<br>
update: function(e) {<br>
var t = this.getRandomStrength(-this.nodeShakeStrengthX, this.nodeShakeStrengthX) * cc.director.getDeltaTime()<br>
, n = this.getRandomStrength(-this.nodeShakeStrengthY, this.nodeShakeStrengthY) * cc.director.getDeltaTime();<br>
this.xOffset += t,<br>
this.yOffset += n,<br>
this.target.setPosition(this.target.position.add(cc.v2(t, n)))<br>
},<br>
initWithDuration: function(e, t, n) {<br>
return !!cc.ActionInterval.prototype.initWithDuration.call(this, e) &amp;&amp; (this.nodeShakeStrengthX = t,<br>
this.nodeShakeStrengthY = &quot;undefined&quot; == n ? t : n,<br>
!0)<br>
},<br>
startWithTarget: function(e) {<br>
cc.ActionInterval.prototype.startWithTarget.call(this, e),<br>
this.nodeInitialPos = e.getPosition(),<br>
this.target = e,<br>
this.xOffset = 0,<br>
this.yOffset = 0<br>
},<br>
stop: function() {<br>
this.target.setPosition(this.target.position.add(cc.v2(-this.xOffset, -this.yOffset)))<br>
}<br>
});<br>
cc.shake = function(e, t, n) {<br>
return new o(e,t,n)<br>
}<br>
,<br>
cc._RF.pop()<br>
}<br>
, {}],<br>
SpriteManager: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
cc._RF.push(t, &quot;4aec9V8qWdDa5TaF3chhmaO&quot;, &quot;SpriteManager&quot;);<br>
var o = this &amp;&amp; this.__extends || function() {<br>
var e = function(t, n) {<br>
return (e = Object.setPrototypeOf || {<br>
__proto__: []<br>
}instanceof Array &amp;&amp; function(e, t) {<br>
e.__proto__ = t<br>
}<br>
|| function(e, t) {<br>
for (var n in t)<br>
t.hasOwnProperty(n) &amp;&amp; (e[n] = t[n])<br>
}<br>
)(t, n)<br>
};<br>
return function(t, n) {<br>
function o() {<br>
this.constructor = t<br>
}<br>
e(t, n),<br>
t.prototype = null === n ? Object.create(n) : (o.prototype = n.prototype,<br>
new o)<br>
}<br>
}()<br>
, c = this &amp;&amp; this.__decorate || function(e, t, n, o) {<br>
var c, a = arguments.length, i = a &lt; 3 ? t : null === o ? o = Object.getOwnPropertyDescriptor(t, n) : o;<br>
if (&quot;object&quot; == typeof Reflect &amp;&amp; &quot;function&quot; == typeof Reflect.decorate)<br>
i = Reflect.decorate(e, t, n, o);<br>
else<br>
for (var r = e.length - 1; r &gt;= 0; r--)<br>
(c = e[r]) &amp;&amp; (i = (a &lt; 3 ? c(i) : a &gt; 3 ? c(t, n, i) : c(t, n)) || i);<br>
return a &gt; 3 &amp;&amp; i &amp;&amp; Object.defineProperty(t, n, i),<br>
i<br>
}<br>
;<br>
Object.defineProperty(n, &quot;__esModule&quot;, {<br>
value: !0<br>
});<br>
var a = cc._decorator<br>
, i = a.ccclass<br>
, r = a.property<br>
, s = function(e) {<br>
function t() {<br>
var t = null !== e &amp;&amp; e.apply(this, arguments) || this;<br>
return t.atlas = [],<br>
t.allSpriteFrame = [],<br>
t.atlasMap = null,<br>
t.spriteFrameMap = null,<br>
t<br>
}<br>
var n;<br>
return o(t, e),<br>
n = t,<br>
t.prototype.onLoad = function() {<br>
null != n.Instance &amp;&amp; n.Instance.destroy(),<br>
n.Instance = this,<br>
this.atlasMap = new Map;<br>
for (var e = 0; e &lt; this.atlas.length; e++) {<br>
var t = this.atlas[e].name.split(&quot;.&quot;, 1);<br>
this.atlasMap.set(t[0], this.atlas[e])<br>
}<br>
this.spriteFrameMap = new Map;<br>
for (e = 0; e &lt; this.allSpriteFrame.length; e++) {<br>
var o = this.allSpriteFrame[e].name.split(&quot;.&quot;, 1);<br>
this.spriteFrameMap.set(o[0], this.allSpriteFrame[e])<br>
}<br>
}<br>
,<br>
t.prototype.GetSpriteFrame = function(e) {<br>
return this.spriteFrameMap.has(e) ? this.spriteFrameMap.get(e) : null<br>
}<br>
,<br>
t.Instance = null,<br>
c([r(cc.SpriteAtlas)], t.prototype, &quot;atlas&quot;, void 0),<br>
c([r(cc.SpriteFrame)], t.prototype, &quot;allSpriteFrame&quot;, void 0),<br>
t = n = c([i], t)<br>
}(cc.Component);<br>
n.default = s,<br>
cc._RF.pop()<br>
}<br>
, {}],<br>
Stack: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
cc._RF.push(t, &quot;17b226CrNJGGYSBKYckUg+j&quot;, &quot;Stack&quot;),<br>
Object.defineProperty(n, &quot;__esModule&quot;, {<br>
value: !0<br>
});<br>
var o = function() {<br>
function e(e) {<br>
void 0 === e &amp;&amp; (e = 10),<br>
this.elements = new Array(e),<br>
this._size = 0<br>
}<br>
return e.prototype.push = function(e) {<br>
var t = this.elements.length;<br>
if (this._size &gt;= t) {<br>
var n = new Array(t);<br>
this.elements = this.elements.concat(n)<br>
}<br>
this.elements[this._size++] = e<br>
}<br>
,<br>
e.prototype.pop = function() {<br>
return this.elements[--this._size]<br>
}<br>
,<br>
e.prototype.peek = function() {<br>
return this.elements[this._size - 1]<br>
}<br>
,<br>
e.prototype.size = function() {<br>
return this._size<br>
}<br>
,<br>
e.prototype.empty = function() {<br>
return 0 === this._size<br>
}<br>
,<br>
e.prototype.clear = function(e) {<br>
void 0 === e &amp;&amp; (e = 10),<br>
delete this.elements,<br>
this.elements = new Array(e),<br>
this._size = 0<br>
}<br>
,<br>
e<br>
}();<br>
n.Stack = o,<br>
cc._RF.pop()<br>
}<br>
, {}],<br>
Toast: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
cc._RF.push(t, &quot;4f5a7oIt7pFWaaZNA1+j7MV&quot;, &quot;Toast&quot;),<br>
Object.defineProperty(n, &quot;__esModule&quot;, {<br>
value: !0<br>
});<br>
var o = function() {<br>
function e() {<br>
this.toastNode = null,<br>
this.bgSprite = null,<br>
this.spriteFrame = null,<br>
this.textNode = null,<br>
this.textLabel = null,<br>
this.canvas = null,<br>
this.toastNode = new cc.Node,<br>
this.toastNode.active = !1,<br>
this.toastNode.zIndex = 1e4,<br>
this.canvas = cc.director.getScene().getComponentInChildren(cc.Canvas),<br>
this.canvas.node.addChild(this.toastNode),<br>
this.bgSprite = this.toastNode.addComponent(cc.Sprite),<br>
this.bgSprite.trim = !0,<br>
this.bgSprite.type = cc.Sprite.Type.SLICED;<br>
var e = this;<br>
cc.loader.loadRes(&quot;default_btn_pressed&quot;, function(t, n) {<br>
t ? cc.error(t) : (e.spriteFrame = new cc.SpriteFrame(n),<br>
e.bgSprite.spriteFrame = e.spriteFrame)<br>
});<br>
var t = this.toastNode.addComponent(cc.Widget);<br>
t.isAlignBottom = !0,<br>
t.isAbsoluteBottom = !1,<br>
t.bottom = .8,<br>
t.isAlignHorizontalCenter = !0,<br>
t.horizontalCenter = 0,<br>
t.alignMode = cc.Widget.AlignMode.ONCE;<br>
var n = this.toastNode.addComponent(cc.Layout);<br>
n.resizeMode = cc.Layout.ResizeMode.CONTAINER,<br>
n.padding = 5,<br>
this.textNode = new cc.Node,<br>
this.toastNode.addChild(this.textNode),<br>
this.textNode.position = cc.Vec2.ZERO,<br>
this.textLabel = this.textNode.addComponent(cc.Label),<br>
this.textLabel.fontSize = 50,<br>
this.textLabel.lineHeight = 50<br>
}<br>
return Object.defineProperty(e, &quot;instance&quot;, {<br>
get: function() {<br>
return null == this._instance &amp;&amp; (this._instance = new e),<br>
this._instance<br>
},<br>
enumerable: !0,<br>
configurable: !0<br>
}),<br>
e.prototype.showText = function(e, t) {<br>
var n = this;<br>
void 0 === t &amp;&amp; (t = .5),<br>
e.length * this.textLabel.fontSize &gt; .8 * this.canvas.node.width &amp;&amp; (this.textLabel.overflow = cc.Label.Overflow.RESIZE_HEIGHT,<br>
this.textLabel.node.width = .8 * this.canvas.node.width),<br>
this.textLabel.string = e,<br>
this.toastNode.active = !0,<br>
this.toastNode.opacity = 200,<br>
this.toastNode.runAction(cc.sequence(cc.delayTime(t), cc.fadeOut(.2), cc.callFunc(function() {<br>
n.toastNode.active = !1<br>
}, this)))<br>
}<br>
,<br>
e._instance = null,<br>
e<br>
}();<br>
n.Toast = o,<br>
cc._RF.pop()<br>
}<br>
, {}],<br>
ToolsJs: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
cc._RF.push(t, &quot;ff72eImHHBFF7om5YuFkgbF&quot;, &quot;ToolsJs&quot;);<br>
var o = {<br>
SpriteFrameJs: null,<br>
AudioArrJs: null,<br>
setStorage: function(e, t, n) {<br>
CC_WECHATGAME ? wx.setStorage({<br>
key: e,<br>
data: t<br>
}) : (n &amp;&amp; (t = JSON.stringify(t)),<br>
cc.sys.localStorage.setItem(e, t))<br>
},<br>
getStorage: function(e, t) {<br>
if (CC_WECHATGAME)<br>
return wx.getStorageSync(e);<br>
var n = cc.sys.localStorage.getItem(e);<br>
return isNaN(n) || (n = parseInt(n)),<br>
&quot;NaN&quot; == n.toString() &amp;&amp; (n = null),<br>
t &amp;&amp; null != n &amp;&amp; (n = JSON.parse(n)),<br>
n<br>
},<br>
logJsonObject: function(e) {<br>
console.log(JSON.stringify(e))<br>
},<br>
loadJson: function(e, t) {},<br>
writeJson: function(e, t) {<br>
if (cc.sys.isBrowser) {<br>
console.log(&quot;\u6d4f\u89c8\u5668&quot;);<br>
var n = new Blob([e],{<br>
type: &quot;application/json&quot;<br>
})<br>
, o = document.createElement(&quot;a&quot;);<br>
o.download = t,<br>
o.innerHTML = &quot;Download File&quot;,<br>
null != window.webkitURL ? o.href = window.webkitURL.createObjectURL(n) : (o.href = window.URL.createObjectURL(n),<br>
o.onclick = destroyClickedElement,<br>
o.style.display = &quot;none&quot;,<br>
document.body.appendChild(o)),<br>
o.click()<br>
}<br>
},<br>
addNoArr: function(e, t) {<br>
return e.indexOf(t) &lt; 0 &amp;&amp; (e.push(t),<br>
!0)<br>
},<br>
newSprite: function(e) {<br>
if (null != this.SpriteFrameJs.getSpriteFrame(e)) {<br>
var t = new cc.Node;<br>
return t.addComponent(cc.Sprite).spriteFrame = this.SpriteFrameJs.getSpriteFrame(e),<br>
t<br>
}<br>
return null<br>
},<br>
setTexture: function(e, t) {<br>
e.getComponent(cc.Sprite).spriteFrame = this.SpriteFrameJs.getSpriteFrame(t)<br>
},<br>
clonePrefabs: function(e, t, n) {<br>
var o = arguments.length &gt; 3 &amp;&amp; void 0 !== arguments[3] ? arguments[3] : 0<br>
, c = this.PrefabArrJs.getPrefabs(e);<br>
if (null != c) {<br>
var a = cc.instantiate(c);<br>
return null != t &amp;&amp; t.addChild(a, o),<br>
null != n &amp;&amp; (a.position = n),<br>
a<br>
}<br>
return console.log(&quot;\u514b\u9686\u9884\u5236\u4f53\u5931\u8d25:&quot; + e),<br>
null<br>
},<br>
newLabel: function(e, t) {<br>
var n = arguments.length &gt; 2 &amp;&amp; void 0 !== arguments[2] ? arguments[2] : 20<br>
, o = arguments.length &gt; 3 &amp;&amp; void 0 !== arguments[3] ? arguments[3] : .5<br>
, c = arguments.length &gt; 4 &amp;&amp; void 0 !== arguments[4] ? arguments[4] : .5<br>
, a = arguments.length &gt; 5 &amp;&amp; void 0 !== arguments[5] ? arguments[5] : 0<br>
, i = new cc.Node;<br>
i.anchorX = o,<br>
i.anchorY = c;<br>
var r = i.addComponent(cc.Label);<br>
return r.string = e,<br>
r.fontSize = n,<br>
t.addChild(i, a),<br>
i<br>
},<br>
playAudio: function(e) {<br>
var t = arguments.length &gt; 1 &amp;&amp; void 0 !== arguments[1] ? arguments[1] : .5<br>
, n = arguments.length &gt; 2 &amp;&amp; void 0 !== arguments[2] &amp;&amp; arguments[2];<br>
return null != this.AudioArrJs ? this.AudioArrJs.playAudio(e, t, n) : cc.audioEngine.play(cc.url.raw(&quot;resources/music/&quot; + e + &quot;.mp3&quot;), n, t)<br>
},<br>
stopAudio: function(e) {<br>
null != e &amp;&amp; cc.audioEngine.stop(e)<br>
},<br>
newAduioSource: function(e) {<br>
var t = void 0;<br>
if (null != this.AudioArrJs)<br>
t = this.AudioArrJs.getAudioClip(e);<br>
else {<br>
if (null == e)<br>
return console.log(&quot;clip\u4e0d\u80fd\u4e3a\u7a7a\uff01&quot;),<br>
null;<br>
t = e<br>
}<br>
var n = new cc.Node;<br>
return n.addComponent(cc.AudioSource).clip = t,<br>
n.getComponent(cc.AudioSource)<br>
},<br>
delayTimeCall: function(e, t, n, o) {<br>
e.runAction(cc.sequence(cc.delayTime(n), cc.callFunc(t, o)))<br>
},<br>
getDistance: function(e, t) {<br>
return e.sub(t).mag()<br>
},<br>
getToNodePos: function(e, t) {<br>
var n = e.parent.convertToWorldSpaceAR(e.position);<br>
return t.convertToNodeSpaceAR(n)<br>
},<br>
getToWorldPosAR: function(e) {<br>
return e.parent.convertToWorldSpaceAR(e.position)<br>
},<br>
getToWorldPos: function(e) {<br>
return e.parent.convertToWorldSpace(e.position)<br>
},<br>
isBoxContainPos: function(e, t) {<br>
return e.getBoundingBox().contains(t)<br>
},<br>
isBoxContainWorldPos: function(e, t) {<br>
return e.getBoundingBoxToWorld().contains(t)<br>
},<br>
isRectInterRect: function(e, t) {<br>
return e.getBoundingBoxToWorld().intersects(t.getBoundingBoxToWorld())<br>
},<br>
returnRandom: function(e, t) {<br>
return e + Math.floor(Math.random() * (t - e + 1))<br>
},<br>
returnCurrentLanType: function() {<br>
var e = 1;<br>
switch (cc.sys.language) {<br>
case cc.sys.LANGUAGE_CHINESE:<br>
&quot;zh-TW&quot; == window.navigator.language || &quot;zh-tw&quot; == window.navigator.language || &quot;zh-HK&quot; == window.navigator.language || &quot;zh-hk&quot; == window.navigator.language ? (cc.log(&quot;\u7e41\u4f53&quot;),<br>
e = 2) : (cc.log(&quot;\u7b80\u4f53&quot;),<br>
e = 1);<br>
break;<br>
case cc.sys.LANGUAGE_KOREAN:<br>
e = 4;<br>
break;<br>
default:<br>
e = 3<br>
}<br>
return e<br>
}<br>
};<br>
t.exports = o,<br>
cc._RF.pop()<br>
}<br>
, {}],<br>
Utils: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
cc._RF.push(t, &quot;f3369tYECpPVJGWDo7sIHaO&quot;, &quot;Utils&quot;),<br>
Object.defineProperty(n, &quot;__esModule&quot;, {<br>
value: !0<br>
});<br>
var o = function() {<br>
function e() {}<br>
return e.getBezierPos = function(e, t) {<br>
var n = new Array<br>
, o = e.length;<br>
if (o &lt; 2)<br>
return cc.log(&quot;\u63a7\u5236\u70b9\u6570\u4e0d\u80fd\u5c0f\u4e8e 2&quot;),<br>
n;<br>
for (var c = this.getYangHuiTriangle(o), a = 0; a &lt; t; a++) {<br>
for (var i = a / t, r = 0, s = 0, l = 0; l &lt; o; l++)<br>
r += Math.pow(1 - i, o - l - 1) * e[l].x * Math.pow(i, l) * c[l],<br>
s += Math.pow(1 - i, o - l - 1) * e[l].y * Math.pow(i, l) * c[l];<br>
n[a] = new cc.Vec2(r,s)<br>
}<br>
return n<br>
}<br>
,<br>
e.getYangHuiTriangle = function(e) {<br>
var t = new Array;<br>
if (1 === e)<br>
t[0] = 1;<br>
else {<br>
t[0] = t[1] = 1;<br>
for (var n = 3; n &lt;= e; n++) {<br>
for (var o = new Array, c = 0; c &lt; n - 1; c++)<br>
o[c] = t[c];<br>
t[0] = t[n - 1] = 1;<br>
for (c = 0; c &lt; n - 2; c++)<br>
t[c + 1] = o[c] + o[c + 1]<br>
}<br>
}<br>
return t<br>
}<br>
,<br>
e.ConvertPosition = function(e, t) {<br>
if (e.parent == t.parent)<br>
return e.position;<br>
var n = e.convertToWorldSpaceAR(cc.v2(0, 0));<br>
return t.convertToNodeSpaceAR(n)<br>
}<br>
,<br>
e.ConvertAngle = function(e, t) {<br>
for (var n = e.parent, o = e.angle; null != n; )<br>
o += n.angle,<br>
n = n.parent;<br>
for (var c = t.parent, a = t.angle; null != c; )<br>
a += c.angle,<br>
c = c.parent;<br>
return o - a<br>
}<br>
,<br>
e.ConvertAngleValue = function(e, t, n) {<br>
for (var o = e, c = t; null != o; )<br>
c += o.angle,<br>
o = o.parent;<br>
for (var a = n.parent, i = n.angle; null != a; )<br>
i += a.angle,<br>
a = a.parent;<br>
return c - i<br>
}<br>
,<br>
e.ConvertScale = function(e, t) {<br>
for (var n = e.parent, o = e.scaleX, c = e.scaleY; null != n; )<br>
o *= n.scaleX,<br>
c *= n.scaleY,<br>
n = n.parent;<br>
for (var a = t.parent, i = t.scaleX, r = t.scaleY; null != a; )<br>
i *= a.scaleX,<br>
r *= a.scaleY,<br>
a = a.parent;<br>
var s = o;<br>
0 != i &amp;&amp; (s /= i);<br>
var l = c;<br>
return 0 != r &amp;&amp; (l /= r),<br>
cc.v2(s, l)<br>
}<br>
,<br>
e.Random = function(e, t) {<br>
return Math.random() * (t - e) + e<br>
}<br>
,<br>
e.RandomInteger = function(e, t) {<br>
return Math.floor(Math.random() * (t - e) + e)<br>
}<br>
,<br>
e.AngleToRadian = function(e) {<br>
return e * Math.PI / 180<br>
}<br>
,<br>
e.CenteredUi = function(e) {<br>
for (var t = [], n = 1; n &lt; arguments.length; n++)<br>
t[n - 1] = arguments[n];<br>
for (var o = (t.length - 1) * e, c = 0; c &lt; t.length; c++) {<br>
t[c].getComponent(cc.Label);<br>
o += t[c].width<br>
}<br>
var a = .5 * -o;<br>
for (c = 0; c &lt; t.length; c++)<br>
0 != c &amp;&amp; (a += e),<br>
t[c].x = a + .5 * t[c].width,<br>
a += t[c].width<br>
}<br>
,<br>
e.CheckPolygonNodeCollision = function(t, n) {<br>
var o = t.getComponent(cc.PolygonCollider)<br>
, c = n.getComponent(cc.PolygonCollider);<br>
if (null == o || null == c)<br>
return !1;<br>
for (var a = new Array, i = 0; i &lt; o.points.length; i++) {<br>
var r = cc.v2(o.points[i].x, o.points[i].y);<br>
a.push(r)<br>
}<br>
var s = new Array;<br>
for (i = 0; i &lt; c.points.length; i++) {<br>
r = cc.v2(c.points[i].x, c.points[i].y);<br>
s.push(r)<br>
}<br>
var l = t.convertToWorldSpaceAR(cc.v2(0, 0));<br>
l = cc.find(&quot;Canvas&quot;).convertToNodeSpaceAR(l),<br>
l = t.position;<br>
for (i = 0; i &lt; a.length; i++)<br>
a[i].rotateSelf(e.AngleToRadian(t.angle)),<br>
a[i] = l.add(a[i]);<br>
var u = n.convertToWorldSpaceAR(cc.v2(0, 0));<br>
u = cc.find(&quot;Canvas&quot;).convertToNodeSpaceAR(u),<br>
u = n.position;<br>
for (i = 0; i &lt; s.length; i++)<br>
s[i].rotateSelf(e.AngleToRadian(n.angle)),<br>
s[i] = u.add(s[i]);<br>
return cc.Intersection.polygonPolygon(a, s)<br>
}<br>
,<br>
e.getRandomNum = function(e, t, n) {<br>
return void 0 === n &amp;&amp; (n = !1),<br>
n ? Math.floor(Math.random() * (t - e + 1) + e) : Math.random() * (t - e) + e<br>
}<br>
,<br>
e.RandomIndexFromArr = function(e) {<br>
for (var t = new Array, n = new Array, o = 0, c = 0; c &lt; e.length; c++)<br>
e[c] &gt; 0 &amp;&amp; (t.push(e[c]),<br>
n.push(c),<br>
o += e[c]);<br>
var a = 100 / o;<br>
for (c = 0; c &lt; t.length; c++)<br>
t[c] *= a,<br>
t[c] = Math.round(t[c]);<br>
var i = Math.floor(100 * Math.random())<br>
, r = -1;<br>
for (c = 0; c &lt; t.length; c++) {<br>
for (var s = 0, l = c; l &gt;= 0; l--)<br>
s += t[l];<br>
i &gt;= s - t[c] &amp;&amp; i &lt; s &amp;&amp; (r = c)<br>
}<br>
return -1 == r &amp;&amp; (r = 0),<br>
n[r]<br>
}<br>
,<br>
e.ArrayHaveElement = function(e, t) {<br>
if (null == e || null == t)<br>
return !1;<br>
for (var n = !1, o = 0; o &lt; e.length; o++)<br>
if (e[o] == t) {<br>
n = !0;<br>
break<br>
}<br>
return n<br>
}<br>
,<br>
e.DisruptionArray = function(t) {<br>
for (var n = 0; n &lt; t.length; n++) {<br>
var o = e.RandomInteger(0, t.length)<br>
, c = t[o];<br>
t[o] = t[n],<br>
t[n] = c<br>
}<br>
return t<br>
}<br>
,<br>
e.localConvertWorldPointAR = function(e) {<br>
return e ? e.convertToWorldSpaceAR(cc.v2(0, 0)) : null<br>
}<br>
,<br>
e.worldConvertLocalPointAR = function(e, t) {<br>
return e ? e.convertToNodeSpaceAR(t) : null<br>
}<br>
,<br>
e.convetOtherNodeSpaceAR = function(e, t) {<br>
if (!e || !t)<br>
return null;<br>
var n = this.localConvertWorldPointAR(e);<br>
return this.worldConvertLocalPointAR(t, n)<br>
}<br>
,<br>
e.returnCurrentLanType = function() {<br>
var e = 1;<br>
switch (cc.sys.language) {<br>
case cc.sys.LANGUAGE_CHINESE:<br>
&quot;zh-TW&quot; == window.navigator.language || &quot;zh-tw&quot; == window.navigator.language || &quot;zh-HK&quot; == window.navigator.language || &quot;zh-hk&quot; == window.navigator.language ? (cc.log(&quot;\u7e41\u4f53&quot;),<br>
e = 2) : (cc.log(&quot;\u7b80\u4f53&quot;),<br>
e = 1);<br>
break;<br>
case cc.sys.LANGUAGE_KOREAN:<br>
e = 4;<br>
break;<br>
default:<br>
e = 3<br>
}<br>
return e<br>
}<br>
,<br>
e.cbPosToWorldPos = function(e, t, n, o, c, a) {<br>
var i = n + (e.x - t.x / 2 + .5) * c<br>
, r = o + (e.y + .5) * a;<br>
return cc.v2(i, r)<br>
}<br>
,<br>
e.worldPosToCbPos = function(e, t, n, o, c, a) {<br>
var i = (e.x - n) / c - .5 + t / 2<br>
, r = (e.y - o) / a - .5;<br>
return i % 1 == 0 &amp;&amp; r % 1 == 0 || (i = Math.round(i),<br>
r = Math.round(r)),<br>
cc.v2(i, r)<br>
}<br>
,<br>
e.judgeInArr = function(e, t) {<br>
for (var n = 0; n &lt; t.length; n++)<br>
if (t[n] === e)<br>
return !0;<br>
return !1<br>
}<br>
,<br>
e.getAngle = function(e, t) {<br>
var n = t.x - e.x<br>
, o = t.y - e.y;<br>
return 360 * Math.atan(o / n) / (2 * Math.PI)<br>
}<br>
,<br>
e.judgeIntersect = function(e, t, n, o, c, a, i, r) {<br>
return Math.min(e, n) &lt;= Math.max(c, i) &amp;&amp; Math.min(a, r) &lt;= Math.max(t, o) &amp;&amp; Math.min(c, i) &lt;= Math.max(e, n) &amp;&amp; Math.min(t, o) &lt;= Math.max(a, r) &amp;&amp; (((c - e) * (o - t) - (n - e) * (a - t)) * ((i - e) * (o - t) - (n - e) * (r - t)) &lt;= 1e-8 &amp;&amp; ((e - c) * (r - a) - (i - c) * (t - a)) * ((n - c) * (r - a) - (i - c) * (o - a)) &lt;= 1e-8)<br>
}<br>
,<br>
e.getNormalizeVector = function(e, t) {<br>
return t.sub(e).normalize()<br>
}<br>
,<br>
e.judgeItemOverlapping = function(e, t, n, o, c, a, i, r) {<br>
return !(e + n &lt; c || c + i &lt; e || t + o &lt; a || a + r &lt; t)<br>
}<br>
,<br>
e.getCircumferencePos = function(e, t, n) {<br>
var o = cc.v2(0, 0);<br>
return o.x = e.x + Math.sin(2 * Math.PI / 360 * n) * t,<br>
o.y = e.y + Math.cos(2 * Math.PI / 360 * n) * t,<br>
o<br>
}<br>
,<br>
e.upsetArr = function(e) {<br>
return e.sort(function(e, t) {<br>
return Math.random() &gt; .5 ? -1 : 1<br>
})<br>
}<br>
,<br>
e.getAudio = function(e, t) {<br>
return cc.sys.os === cc.sys.OS_IOS ? e : t<br>
}<br>
,<br>
e.setLocalData = function(e, t) {<br>
cc.sys.localStorage.setItem(e, t)<br>
}<br>
,<br>
e.getLocalData = function(e) {<br>
return cc.sys.localStorage.getItem(e)<br>
}<br>
,<br>
e.getNodePos = function(e, t, n) {<br>
return n ? e.convertToNodeSpaceAR(t.convertToWorldSpaceAR(n)) : e.convertToNodeSpaceAR(t.convertToWorldSpaceAR())<br>
}<br>
,<br>
e.findAllItemIndex = function(e, t) {<br>
for (var n = 0, o = [], c = n; c &lt; t.length; c++)<br>
t[c] == e &amp;&amp; (n = c,<br>
o.push(c));<br>
return o<br>
}<br>
,<br>
e.judgeArrSame = function(e, t) {<br>
for (var n = 0; n &lt; e.length; n++)<br>
for (var o = 0; o &lt; t.length; o++)<br>
if (e[n] !== t[o])<br>
return !1;<br>
return !0<br>
}<br>
,<br>
e.count = function(e, t) {<br>
return e.reduce(function(e, n) {<br>
return n === t ? e + 1 : e<br>
}, 0)<br>
}<br>
,<br>
e.pDistance = function(e, t) {<br>
return e.sub(t).mag()<br>
}<br>
,<br>
e.getAngleByVector = function(e) {<br>
return e.y &lt; 0 ? 360 - cc.v2(1, 0).angle(e) / Math.PI * 180 : cc.v2(1, 0).angle(e) / Math.PI * 180<br>
}<br>
,<br>
e.getBoundingBoxToNode = function(e, t) {<br>
var n = t.convertToNodeSpaceAR(e.convertToWorldSpaceAR(cc.v2(-e.anchorX * e.width * (e.scaleX / Math.abs(e.scaleX)), -e.anchorY * e.height * (e.scaleY / Math.abs(e.scaleY)))));<br>
return cc.rect(n.x, n.y, e.width * Math.abs(e.scaleX), e.height * Math.abs(e.scaleY))<br>
}<br>
,<br>
e.degreesToVectors = function(e) {<br>
var t = cc.misc.degreesToRadians(e);<br>
return cc.v2(0, 1).rotate(-t)<br>
}<br>
,<br>
e.VectorsdegreesToVectors = function(e, t) {<br>
var n = cc.misc.degreesToRadians(t);<br>
return e.rotate(-n)<br>
}<br>
,<br>
e.vectorsToDegress = function(e) {<br>
if (Math.abs(e.x) + Math.abs(e.y) !== 0) {<br>
var t = cc.v2(0, 1)<br>
, n = cc.v2(e).signAngle(t);<br>
return cc.misc.radiansToDegrees(n)<br>
}<br>
return 0<br>
}<br>
,<br>
e.judgeArrExist = function(e, t) {<br>
for (var n = 0; n &lt; e.length; n++)<br>
if (e[n] === t)<br>
return !0;<br>
return !1<br>
}<br>
,<br>
e.deleteArrItem = function(e, t) {<br>
for (var n = 0; n &lt; e.length; n++)<br>
if (e[n] === t)<br>
return void e.splice(n, 1)<br>
}<br>
,<br>
e.UpsetArr = function(e) {<br>
for (var t, n = e.length; n; ) {<br>
var o = Math.floor(Math.random() * n--);<br>
t = [e[n], e[o]],<br>
e[o] = t[0],<br>
e[n] = t[1]<br>
}<br>
return e<br>
}<br>
,<br>
e.sortArr = function(e, t) {<br>
for (var n = 0; n &lt; e.length - 1; n++)<br>
for (var o = 0; o &lt; e.length - 1; o++) {<br>
switch (t) {<br>
case 0:<br>
var c = e[o] &gt; e[o + 1];<br>
break;<br>
case 1:<br>
c = e[o].x &gt; e[o + 1].x;<br>
break;<br>
case 2:<br>
c = e[o].y &gt; e[o + 1].y<br>
}<br>
if (c) {<br>
var a = e[o];<br>
e[o] = e[o + 1],<br>
e[o + 1] = a<br>
}<br>
}<br>
}<br>
,<br>
e.getPointByCPAndAngleAndLen = function(e, t, n) {<br>
var o = t * Math.PI / 180<br>
, c = n * Math.cos(o)<br>
, a = n * Math.sin(o);<br>
return cc.p(e.x + a, e.y + c)<br>
}<br>
,<br>
e.setSprite = function(e, t, n) {<br>
var o = e.getSpriteFrame(n);<br>
t.getComponent(cc.Sprite).spriteFrame = o<br>
}<br>
,<br>
e.logArr = function(e) {<br>
for (var t = &quot;&quot;, n = 0; n &lt; e.length; n++)<br>
t += e[n].x + &quot;,&quot;,<br>
t += e[n].y + &quot;,&quot;;<br>
cc.log(t)<br>
}<br>
,<br>
e.analysisArr = function(e) {<br>
for (var t = [], n = 0; n &lt; e.length; n++)<br>
if (n % 2 == 0) {<br>
var o = cc.v2(e[n], e[n + 1]);<br>
t.push(o)<br>
}<br>
return t<br>
}<br>
,<br>
e.DetermineTheAngle = function(e, t) {<br>
var n = e.x - t.x<br>
, o = e.y - t.y<br>
, c = cc.v2(n, o);<br>
return Math.atan2(c.x, c.y) * (180 / Math.PI)<br>
}<br>
,<br>
e<br>
}();<br>
n.default = o,<br>
cc._RF.pop()<br>
}<br>
, {}],<br>
WallUpdate: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
cc._RF.push(t, &quot;9f05e4uSUJBf7dp3DMjGgbj&quot;, &quot;WallUpdate&quot;);<br>
var o = this &amp;&amp; this.__extends || function() {<br>
var e = function(t, n) {<br>
return (e = Object.setPrototypeOf || {<br>
__proto__: []<br>
}instanceof Array &amp;&amp; function(e, t) {<br>
e.__proto__ = t<br>
}<br>
|| function(e, t) {<br>
for (var n in t)<br>
t.hasOwnProperty(n) &amp;&amp; (e[n] = t[n])<br>
}<br>
)(t, n)<br>
};<br>
return function(t, n) {<br>
function o() {<br>
this.constructor = t<br>
}<br>
e(t, n),<br>
t.prototype = null === n ? Object.create(n) : (o.prototype = n.prototype,<br>
new o)<br>
}<br>
}()<br>
, c = this &amp;&amp; this.__decorate || function(e, t, n, o) {<br>
var c, a = arguments.length, i = a &lt; 3 ? t : null === o ? o = Object.getOwnPropertyDescriptor(t, n) : o;<br>
if (&quot;object&quot; == typeof Reflect &amp;&amp; &quot;function&quot; == typeof Reflect.decorate)<br>
i = Reflect.decorate(e, t, n, o);<br>
else<br>
for (var r = e.length - 1; r &gt;= 0; r--)<br>
(c = e[r]) &amp;&amp; (i = (a &lt; 3 ? c(i) : a &gt; 3 ? c(t, n, i) : c(t, n)) || i);<br>
return a &gt; 3 &amp;&amp; i &amp;&amp; Object.defineProperty(t, n, i),<br>
i<br>
}<br>
;<br>
Object.defineProperty(n, &quot;__esModule&quot;, {<br>
value: !0<br>
});<br>
var a = cc._decorator<br>
, i = a.ccclass<br>
, r = a.property<br>
, s = function(e) {<br>
function t() {<br>
var t = null !== e &amp;&amp; e.apply(this, arguments) || this;<br>
return t.mainCamera = null,<br>
t.leftUpWall = null,<br>
t.leftDownWall = null,<br>
t.rightUpWall = null,<br>
t.rightDownWall = null,<br>
t<br>
}<br>
return o(t, e),<br>
t.prototype.update = function(e) {<br>
if (this.leftUpWall.y - this.mainCamera.y &gt; this.leftUpWall.height) {<br>
this.leftUpWall.y = this.leftDownWall.y - this.leftDownWall.height;<br>
var t = this.leftUpWall;<br>
this.leftUpWall = this.leftDownWall,<br>
this.leftDownWall = t<br>
}<br>
if (this.rightUpWall.y - this.mainCamera.y &gt; this.rightUpWall.height) {<br>
this.rightUpWall.y = this.rightDownWall.y - this.rightDownWall.height;<br>
t = this.rightUpWall;<br>
this.rightUpWall = this.rightDownWall,<br>
this.rightDownWall = t<br>
}<br>
}<br>
,<br>
c([r(cc.Node)], t.prototype, &quot;mainCamera&quot;, void 0),<br>
c([r(cc.Node)], t.prototype, &quot;leftUpWall&quot;, void 0),<br>
c([r(cc.Node)], t.prototype, &quot;leftDownWall&quot;, void 0),<br>
c([r(cc.Node)], t.prototype, &quot;rightUpWall&quot;, void 0),<br>
c([r(cc.Node)], t.prototype, &quot;rightDownWall&quot;, void 0),<br>
t = c([i], t)<br>
}(cc.Component);<br>
n.default = s,<br>
cc._RF.pop()<br>
}<br>
, {}],<br>
bfPrefabJs: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
cc._RF.push(t, &quot;813eeXgvcJG96hqXhg+nvJ0&quot;, &quot;bfPrefabJs&quot;),<br>
cc.Class({<br>
extends: cc.Component,<br>
properties: {<br>
wing_r: cc.Node,<br>
wing_l: cc.Node<br>
},<br>
onLoad: function() {<br>
this.wing_r = new cc.Node,<br>
this.wing_l = new cc.Node,<br>
this.startFun()<br>
},<br>
startFun: function() {<br>
this.wing_r.stopAllActions(),<br>
this.wing_l.stopAllActions(),<br>
this.wingAction(),<br>
this.isUser = !0,<br>
this.isUpdate = !0,<br>
this.turnNum = other.randomInt(10, 20),<br>
this.mosquitoSpeedLen = 2,<br>
this.mosquitoSpeedMaxR = 4,<br>
this.mosquitoSpeedR = 0,<br>
this.mosquitoTargetR = 0,<br>
this.mosquitoTargetMaxR = 359,<br>
this.mosquitoAddR = !0,<br>
this.mapScale = 1,<br>
this.onEdgeFlag = !0,<br>
this.isTurn = !1,<br>
this.scheduleOnce(function() {<br>
this.isTurn = !0,<br>
this.setMosquitoSpeed()<br>
}, 2)<br>
},<br>
wingAction: function() {<br>
this.wing_r.runAction(cc.repeatForever(cc.sequence(cc.scaleTo(.2, 1).easing(cc.easeSineInOut()), cc.scaleTo(.2, .4, 1).easing(cc.easeSineInOut())))),<br>
this.wing_l.runAction(cc.repeatForever(cc.sequence(cc.scaleTo(.2, -1, 1).easing(cc.easeSineInOut()), cc.scaleTo(.2, -.4, 1).easing(cc.easeSineInOut()))))<br>
},<br>
start: function() {},<br>
setMosquitoSpeed: function() {<br>
this.node.angle &gt;= 360 ? this.node.angle -= 360 : this.node.angle &lt; 0 &amp;&amp; (this.node.angle += 360),<br>
this.mosquitoSpeedR = Math.random() * this.mosquitoSpeedMaxR * 2 - this.mosquitoSpeedMaxR;<br>
var e = Math.random() * this.mosquitoTargetMaxR * (Math.abs(this.mosquitoSpeedR) / (this.mosquitoSpeedMaxR + .4 * this.mapScale));<br>
this.mosquitoSpeedR &gt; 0 ? (this.mosquitoTargetR = this.node.angle + e,<br>
this.mosquitoAddR = !0) : (this.mosquitoTargetR = this.node.angle - e,<br>
this.mosquitoAddR = !1),<br>
this.checkEdgeDelayCount = 0,<br>
this.onEdgeFlag &amp;&amp; Math.abs(this.mosquitoSpeedR) &gt; 2 &amp;&amp; (this.mosquitoSpeedR = this.mosquitoSpeedR / 3 * 2,<br>
this.mosquitoTargetR = this.mosquitoTargetR / 3 * 2),<br>
this.onEdgeFlag = !1,<br>
this.turnNum--,<br>
this.turnNum &lt;= 0 &amp;&amp; (this.isTurn = !1)<br>
},<br>
updateMosquito: function() {<br>
var e = this.mosquitoSpeedLen<br>
, t = this.mosquitoSpeedR<br>
, n = this.mosquitoTargetR<br>
, c = this.node<br>
, a = o.getPointByCPAndAngleAndLen(c.getPosition(), c.angle + t, e);<br>
c.setPosition(a),<br>
c.angle += t,<br>
this.mosquitoAddR ? c.angle &gt;= n &amp;&amp; this.setMosquitoSpeed() : c.angle &lt;= n &amp;&amp; this.setMosquitoSpeed()<br>
},<br>
setPos: function() {<br>
this.node.position.x &lt; 0 ? this.newPos = cc.v2(-GameData.gameWidth / 2 - 100, this.node.position.y) : this.newPos = cc.v2(GameData.gameWidth / 2 + 100, this.node.position.y),<br>
this.isUser = !1<br>
},<br>
setPos_1: function() {<br>
this.isUpdate = !1,<br>
this.scheduleOnce(function() {<br>
this.isUpdate = !0,<br>
this.setPos()<br>
}, .5)<br>
},<br>
update: function(e) {<br>
this.isUpdate &amp;&amp; (this.isUser ? this.isTurn ? (this.updateMosquito(),<br>
this.checkOnEdge(!0)) : this.updateMove(e) : (this.updateMove_1(e),<br>
this.checkOnEdge(!1)))<br>
},<br>
updateMove_1: function(e) {<br>
this.dir = other.getNormalizeVector(this.node.getPosition(), this.newPos);<br>
var t = 1 * (this.dir.x * this.mosquitoSpeedLen * 3)<br>
, n = 1 * (this.dir.y * this.mosquitoSpeedLen * 3)<br>
, o = this.node.x + t<br>
, c = this.node.y + n;<br>
this.node.x = o,<br>
this.node.y = c;<br>
var a = 180 * Math.atan2(this.dir.y, this.dir.x) / Math.PI;<br>
a = 360 - a + 90,<br>
this.node.angle = a<br>
},<br>
updateMove: function(e) {<br>
this.dir = other.getNormalizeVector(this.node.getPosition(), cc.v2(0, 100));<br>
var t = 1 * (this.dir.x * this.mosquitoSpeedLen)<br>
, n = 1 * (this.dir.y * this.mosquitoSpeedLen)<br>
, o = this.node.x + t<br>
, c = this.node.y + n;<br>
this.node.x = o,<br>
this.node.y = c;<br>
var a = 180 * Math.atan2(this.dir.y, this.dir.x) / Math.PI;<br>
a = 360 - a + 90,<br>
this.node.angle = a<br>
},<br>
setMosquitoBackSpeed: function() {<br>
this.isTurn = !1,<br>
this.scheduleOnce(function() {<br>
this.isTurn = !0,<br>
this.setMosquitoSpeed()<br>
}, 2)<br>
},<br>
checkOnEdge: function(e) {<br>
this.node.x &gt; GameData.gameWidth / 2 + 100 ? e ? this.setMosquitoBackSpeed() : this.node.active = !1 : this.node.x &lt; -GameData.gameWidth / 2 - 100 ? e ? this.setMosquitoBackSpeed() : this.node.active = !1 : this.node.y &gt; GameData.gameHeight / 2 + 100 ? e ? this.setMosquitoBackSpeed() : this.node.active = !1 : this.node.y &lt; -GameData.gameHeight / 2 - 100 &amp;&amp; (e ? this.setMosquitoBackSpeed() : this.node.active = !1)<br>
}<br>
});<br>
var o = {<br>
getAngle: function(e, t, n, o) {<br>
var c = Math.abs(e - n)<br>
, a = Math.abs(t - o)<br>
, i = a / Math.sqrt(Math.pow(c, 2) + Math.pow(a, 2))<br>
, r = Math.acos(i)<br>
, s = 180 / (Math.PI / r);<br>
return t &gt; o &amp;&amp; (s = 180 - s),<br>
e &gt; n &amp;&amp; (s *= -1),<br>
s<br>
},<br>
getPointByCPAndAngleAndLen: function(e, t, n) {<br>
var o = t * Math.PI / 180<br>
, c = n * Math.cos(o)<br>
, a = n * Math.sin(o);<br>
return cc.v2(e.x + a, e.y + c)<br>
}<br>
};<br>
cc._RF.pop()<br>
}<br>
, {}],<br>
fruitData: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
cc._RF.push(t, &quot;55375yB7OxHJ6SSoJ5ShoDj&quot;, &quot;fruitData&quot;);<br>
var o = this &amp;&amp; this.__extends || function() {<br>
var e = function(t, n) {<br>
return (e = Object.setPrototypeOf || {<br>
__proto__: []<br>
}instanceof Array &amp;&amp; function(e, t) {<br>
e.__proto__ = t<br>
}<br>
|| function(e, t) {<br>
for (var n in t)<br>
t.hasOwnProperty(n) &amp;&amp; (e[n] = t[n])<br>
}<br>
)(t, n)<br>
};<br>
return function(t, n) {<br>
function o() {<br>
this.constructor = t<br>
}<br>
e(t, n),<br>
t.prototype = null === n ? Object.create(n) : (o.prototype = n.prototype,<br>
new o)<br>
}<br>
}()<br>
, c = this &amp;&amp; this.__decorate || function(e, t, n, o) {<br>
var c, a = arguments.length, i = a &lt; 3 ? t : null === o ? o = Object.getOwnPropertyDescriptor(t, n) : o;<br>
if (&quot;object&quot; == typeof Reflect &amp;&amp; &quot;function&quot; == typeof Reflect.decorate)<br>
i = Reflect.decorate(e, t, n, o);<br>
else<br>
for (var r = e.length - 1; r &gt;= 0; r--)<br>
(c = e[r]) &amp;&amp; (i = (a &lt; 3 ? c(i) : a &gt; 3 ? c(t, n, i) : c(t, n)) || i);<br>
return a &gt; 3 &amp;&amp; i &amp;&amp; Object.defineProperty(t, n, i),<br>
i<br>
}<br>
;<br>
Object.defineProperty(n, &quot;__esModule&quot;, {<br>
value: !0<br>
});<br>
var a = e(&quot;../common/PlayerInfo&quot;)<br>
, i = e(&quot;./GameFunction&quot;)<br>
, r = e(&quot;../Common/PoolManager&quot;)<br>
, s = e(&quot;../Common/Utils&quot;)<br>
, l = e(&quot;../common/DynamicLoad&quot;)<br>
, u = e(&quot;./MainGameUi&quot;)<br>
, d = e(&quot;./AudioManager&quot;)<br>
, p = cc._decorator<br>
, f = p.ccclass<br>
, h = p.property<br>
, m = function(e) {<br>
function t() {<br>
var t = null !== e &amp;&amp; e.apply(this, arguments) || this;<br>
return t.levelNumber = 0,<br>
t.fruitNumber = 0,<br>
t.bianjieX = 0,<br>
t.pengzhuangCount = 0,<br>
t.notTargetTime = 0,<br>
t.returnNumber = !1,<br>
t.getNumberTime = 0,<br>
t.endCtrl = !1,<br>
t.endOne = 0,<br>
t.wallColl = 0,<br>
t.testEndDJS = 0,<br>
t<br>
}<br>
return o(t, e),<br>
t.prototype.onLoad = function() {}<br>
,<br>
t.prototype.start = function() {<br>
this.bianjieX = 360 - this.node.width / 2<br>
}<br>
,<br>
t.prototype.update = function(e) {<br>
var t = this;<br>
if (this.node.x &lt; -this.bianjieX &amp;&amp; (this.node.x = -this.bianjieX),<br>
this.node.x &gt; this.bianjieX &amp;&amp; (this.node.x = this.bianjieX),<br>
this.notTargetTime += e,<br>
this.returnNumber &amp;&amp; (this.scheduleOnce(function() {<br>
t.getNumberTime = 0<br>
}, .25),<br>
this.returnNumber = !1),<br>
&quot;fruitNode&quot; == this.node.parent.name &amp;&amp; (this.testEndDJS += e),<br>
this.node.y + this.node.width / 2 &gt; cc.find(&quot;Canvas/lineNode&quot;).children[0].y &amp;&amp; 0 == this.pengzhuangCount &amp;&amp; this.endCtrl &amp;&amp; 0 == this.endOne &amp;&amp; this.testEndDJS &gt; 3) {<br>
a.default.GameUpdateCtrl = !1,<br>
a.default.playerTouch = !1;<br>
for (var n = 0; n &lt; cc.find(&quot;Canvas/fruitNode&quot;).children.length; n++)<br>
cc.find(&quot;Canvas/fruitNode&quot;).children[n].removeComponent(cc.PhysicsCircleCollider),<br>
cc.find(&quot;Canvas/fruitNode&quot;).children[n].removeComponent(cc.RigidBody);<br>
this.node.color = cc.Color.RED,<br>
cc.tween(this.node).to(.3, {<br>
opacity: 0<br>
}).to(.3, {<br>
opacity: 255<br>
}).union().repeat(3).call(function() {<br>
i.default.Instance.end(),<br>
cc.find(&quot;Canvas/lineNode&quot;).children[0].active = !1<br>
}).start(),<br>
this.endOne++<br>
}<br>
}<br>
,<br>
t.prototype.setGridInfo = function() {}<br>
,<br>
t.prototype.getNumber = function() {<br>
var e = this.getNumberTime;<br>
return this.getNumberTime++,<br>
this.returnNumber = !0,<br>
e<br>
}<br>
,<br>
t.prototype.onBeginContact = function(e, t, n) {<br>
var o = this;<br>
if (&quot;downwall&quot; == n.node.group &amp;&amp; (t.node.parent = cc.find(&quot;Canvas/fruitNode&quot;),<br>
0 == this.wallColl &amp;&amp; (d.default.Instance.Play(5, !1, 1),<br>
this.wallColl++)),<br>
&quot;fruit&quot; == n.node.group) {<br>
if (this.endCtrl = !0,<br>
t.node.y &lt; n.node.y)<br>
return;<br>
t.node.parent = cc.find(&quot;Canvas/fruitNode&quot;),<br>
i.default.Instance.fruitHeigth = i.default.Instance.findHighestFruit(),<br>
null != t.node.getComponent(cc.RigidBody) &amp;&amp; (t.node.getComponent(cc.RigidBody).angularVelocity = 0);<br>
var c = this.fruitNumber<br>
, r = n.node.getComponent(&quot;fruitData&quot;).fruitNumber;<br>
c == r &amp;&amp; c &lt; 9 &amp;&amp; r &lt; 9 ? (this.pengzhuangCount += 1,<br>
0 == t.node.getComponent(&quot;fruitData&quot;).getNumber() &amp;&amp; (a.default.score += this.fruitNumber + 1,<br>
u.default.Instance.SetScoreTween(a.default.score),<br>
n.node.getComponent(cc.PhysicsCircleCollider).radius = 0,<br>
n.node.getComponent(cc.PhysicsCircleCollider).apply(),<br>
this.node.getComponent(cc.PhysicsCircleCollider).radius = 0,<br>
this.node.getComponent(cc.PhysicsCircleCollider).apply(),<br>
cc.tween(t.node).to(.1, {<br>
position: n.node.position<br>
}).call(function() {<br>
i.default.Instance.createFruitSui(o.fruitNumber, n.node.position),<br>
i.default.Instance.createFruitL(o.fruitNumber, n.node.position, n.node.width),<br>
i.default.Instance.createLevelUpFruit(o.fruitNumber + 1, n.node.position),<br>
n.node.active = !1,<br>
t.node.active = !1,<br>
n.node.destroy(),<br>
t.node.destroy()<br>
}).start())) : c == r &amp;&amp; 9 == c &amp;&amp; 9 == r &amp;&amp; (this.pengzhuangCount += 1,<br>
0 == t.node.getComponent(&quot;fruitData&quot;).getNumber() &amp;&amp; (a.default.score += this.fruitNumber + 1,<br>
u.default.Instance.SetScoreTween(a.default.score),<br>
n.node.getComponent(cc.PhysicsCircleCollider).radius = 0,<br>
n.node.getComponent(cc.PhysicsCircleCollider).apply(),<br>
this.node.getComponent(cc.PhysicsCircleCollider).radius = 0,<br>
this.node.getComponent(cc.PhysicsCircleCollider).apply(),<br>
a.default.playerTouch = !1,<br>
cc.tween(t.node).to(.1, {<br>
position: n.node.position<br>
}).call(function() {<br>
i.default.Instance.createFruitSui(o.fruitNumber, n.node.position),<br>
i.default.Instance.createFruitL(o.fruitNumber, n.node.position, n.node.width),<br>
i.default.Instance.createLevelUpFruit(o.fruitNumber + 1, n.node.position);<br>
var e = cc.find(&quot;Canvas/upEffectParent&quot;).getChildByName(&quot;daxigua&quot;);<br>
e.active = !0,<br>
e.opacity = 0,<br>
cc.tween(e).to(.5, {<br>
opacity: 150<br>
}).start();<br>
var c = new cc.Node;<br>
c.addComponent(cc.Sprite).spriteFrame = l.default.Instance.fruit[10],<br>
c.parent = cc.find(&quot;Canvas/upEffectParent&quot;),<br>
c.position = cc.v2(0, -500),<br>
c.scale = 0;<br>
var r = new cc.Node;<br>
r.addComponent(cc.Sprite).spriteFrame = l.default.Instance.caidia[6],<br>
r.scale = 3,<br>
r.parent = c,<br>
r.position = cc.v2(0),<br>
cc.tween(r).by(5, {<br>
angle: 360<br>
}).repeatForever().start();<br>
var s = new cc.Node;<br>
s.addComponent(cc.Sprite).spriteFrame = l.default.Instance.fruit[10],<br>
s.parent = c,<br>
s.position = cc.v2(0),<br>
d.default.Instance.Play(4, !1, 1),<br>
i.default.Instance.ribbonEffect(cc.v2(0, 0)),<br>
c.runAction(cc.sequence(cc.spawn(cc.jumpBy(1, 0, 0, 300, 1), cc.scaleTo(1, 1)), cc.delayTime(1), cc.spawn(cc.moveTo(1, cc.v2(0, 500)), cc.scaleTo(1, 0)), cc.callFunc(function() {<br>
a.default.score += 100,<br>
u.default.Instance.SetScoreTween(a.default.score),<br>
e.active = !1,<br>
a.default.playerTouch = !0,<br>
c.destroy()<br>
}))),<br>
n.node.active = !1,<br>
t.node.active = !1,<br>
n.node.destroy(),<br>
t.node.destroy()<br>
}).start()))<br>
}<br>
}<br>
,<br>
t.prototype.createBoom = function() {<br>
var e = r.default.Spawn(&quot;boom&quot;, cc.find(&quot;Canvas/upEffectParent&quot;));<br>
e.position = this.node.position,<br>
e.runAction(cc.sequence(cc.delayTime(.5), cc.fadeOut(.5)))<br>
}<br>
,<br>
t.prototype.createStar = function() {<br>
var e = r.default.Spawn(&quot;star&quot;, cc.find(&quot;Canvas/upEffectParent&quot;));<br>
e.scale = s.default.Random(.1, 1);<br>
var t = this.node.x + this.node.width / 2<br>
, n = this.node.x - this.node.width / 2<br>
, o = this.node.y;<br>
e.position = cc.v2(s.default.RandomInteger(n, t), o),<br>
e.runAction(cc.fadeOut(2))<br>
}<br>
,<br>
t.prototype.planeBoomEffect = function() {<br>
r.default.Spawn(&quot;boom&quot;, cc.find(&quot;Canvas/upEffectParent&quot;)).position = s.default.convetOtherNodeSpaceAR(this.node, cc.find(&quot;Canvas/upEffectParent&quot;))<br>
}<br>
,<br>
t.prototype.clockEoilffect = function(e, t) {<br>
for (var n = 0; n &lt; 3; n++)<br>
setTimeout(function() {<br>
var t = r.default.Spawn(&quot;star&quot;, cc.find(&quot;Canvas/upEffectParent&quot;));<br>
t.position = e.position,<br>
t.scale = .3,<br>
t.runAction(cc.sequence(cc.scaleTo(.5, 1.1), cc.fadeOut(.5)))<br>
}, 300 * n)<br>
}<br>
,<br>
t.prototype.addScoreEffect = function() {<br>
var e = r.default.Spawn(&quot;add1&quot;, cc.find(&quot;Canvas/mainGameUi&quot;));<br>
e.position = cc.find(&quot;Canvas/mainGameUi&quot;).children[0].position.add(cc.v2(0, 50)),<br>
e.runAction(cc.spawn(cc.moveBy(.5, 0, 50), cc.fadeOut(.5)))<br>
}<br>
,<br>
c([h()], t.prototype, &quot;fruitNumber&quot;, void 0),<br>
t = c([f], t)<br>
}(cc.Component);<br>
n.default = m,<br>
cc._RF.pop()<br>
}<br>
, {<br>
&quot;../Common/PoolManager&quot;: &quot;PoolManager&quot;,<br>
&quot;../Common/Utils&quot;: &quot;Utils&quot;,<br>
&quot;../common/DynamicLoad&quot;: &quot;DynamicLoad&quot;,<br>
&quot;../common/PlayerInfo&quot;: &quot;PlayerInfo&quot;,<br>
&quot;./AudioManager&quot;: &quot;AudioManager&quot;,<br>
&quot;./GameFunction&quot;: &quot;GameFunction&quot;,<br>
&quot;./MainGameUi&quot;: &quot;MainGameUi&quot;<br>
}],<br>
gameOverJs: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
cc._RF.push(t, &quot;3621brbM61BsYFG7fM/74TL&quot;, &quot;gameOverJs&quot;);<br>
var o = e(&quot;GameUiTools&quot;)<br>
, c = e(&quot;GameConfig&quot;)<br>
, a = e(&quot;MainManage&quot;);<br>
cc.Class({<br>
extends: cc.Component,<br>
properties: {<br>
bgLayer: cc.Node,<br>
scoreBg: cc.Node,<br>
overScoreT: cc.Label,<br>
overInfoT: cc.Label,<br>
moreBtn: cc.Button,<br>
leftBtn: cc.Button,<br>
rightBtn: cc.Button,<br>
midGameText: cc.Label,<br>
leftBtnText: cc.Label,<br>
rightBtnText: cc.Label,<br>
maxScoreText: cc.Label<br>
},<br>
onLoad: function() {<br>
this.bgLayer.color = cc.color(&quot;#68b951&quot;),<br>
this.standardScore = c.standScore,<br>
this.game_max_score = 200,<br>
this.rigthBtnGameName = null,<br>
this.rightBtnGameUrl = null,<br>
this.UIPosChange(),<br>
this.addClickBtns();<br>
var e = &quot;\u6700\u9ad8\u7eaa\u5f55:&quot;<br>
, t = this.returnCurrentLanType();<br>
e = 1 == t ? &quot;\u6700\u9ad8\u7eaa\u5f55:&quot; : 2 == t ? &quot;\u6700\u9ad8\u7d00\u9304:&quot; : 4 == t ? &quot;\ucd5c\uace0 \uae30\ub85d:&quot; : &quot;Highest Record:&quot;;<br>
var n = c.gameScore<br>
, o = this.getHighScore();<br>
o ? o &lt; c.gameScore &amp;&amp; (this.setHisSocre(c.gameScore),<br>
o = c.gameScore) : (this.setHisSocre(c.gameScore),<br>
o = n),<br>
this.maxScoreText.string = e + o<br>
},<br>
returnCurrentLanType: function() {<br>
var e = 1;<br>
switch (cc.sys.language) {<br>
case cc.sys.LANGUAGE_CHINESE:<br>
&quot;zh-TW&quot; == window.navigator.language || &quot;zh-tw&quot; == window.navigator.language || &quot;zh-HK&quot; == window.navigator.language || &quot;zh-hk&quot; == window.navigator.language ? (cc.log(&quot;\u7e41\u4f53&quot;),<br>
e = 2) : (cc.log(&quot;\u7b80\u4f53&quot;),<br>
e = 1);<br>
break;<br>
case cc.sys.LANGUAGE_KOREAN:<br>
e = 4;<br>
break;<br>
default:<br>
e = 3<br>
}<br>
return e<br>
},<br>
setHisSocre: function(e) {<br>
cc.sys.localStorage.setItem(&quot;HigScore_JiaoTong&quot;, e)<br>
},<br>
getHighScore: function() {<br>
return cc.sys.localStorage.getItem(&quot;HigScore_JiaoTong&quot;)<br>
},<br>
UIPosChange: function() {<br>
this.overScoreT.string = c.gameScore,<br>
console.log(&quot;lang&quot;, a.langugeType);<br>
var e = null;<br>
e = 1 == a.langugeType ? this.getContentByScore(c.gameScore, a.gameNameText) : this.getContentByScore2(c.gameScore, a.gameNameText),<br>
console.log(&quot;nihao&quot;, a.endHttpShowInfo),<br>
null != a.endHttpShowInfo &amp;&amp; &quot;&quot; != a.endHttpShowInfo &amp;&amp; (cc.log(&quot;gototo&quot;),<br>
e = a.endHttpShowInfo),<br>
this.overInfoT.string = e;<br>
var t = this.overInfoT.node.height;<br>
if (this.overInfoT.node.height = Math.ceil(e.length * this.overInfoT.fontSize / this.overInfoT.node.width) * t,<br>
document.title = e,<br>
console.log(&quot;gameOver txtMoreText&quot;, a.txtMoreText),<br>
this.midGameText.string = a.txtMoreText,<br>
this.leftBtnText.string = a.txtAgainText,<br>
this.tempArr = this.gameFocus(),<br>
null != a.ranLinkUrl()) {<br>
var n = a.ranLinkUrl()<br>
, o = a.ranLinkData.gameList[n].gameName;<br>
this.rigthBtnGameName = o,<br>
this.rightBtnGameUrl = a.ranLinkData.gameList[n].gameUrl<br>
}<br>
null != this.rigthBtnGameName &amp;&amp; &quot;&quot; != this.rigthBtnGameName ? this.rightBtnText.string = this.rigthBtnGameName : this.rightBtnText.string = this.tempArr[0]<br>
},<br>
gameFocus: function() {<br>
var e = []<br>
, t = null<br>
, n = null;<br>
return Math.random() &lt;= .5 ? (t = a.gameEndName1,<br>
n = a.gameEndUrl1) : (t = a.gameEndName2,<br>
n = a.gameEndUrl2),<br>
e.push(t),<br>
e.push(n),<br>
e<br>
},<br>
addClickBtns: function() {<br>
var e = this;<br>
e.moreBtn.node.on(cc.Node.EventType.TOUCH_START, function(e) {}),<br>
e.moreBtn.node.on(cc.Node.EventType.TOUCH_END, function(e) {<br>
console.log(&quot;MoreGame&quot;),<br>
window.location.href = a.moreGameUrl<br>
}),<br>
e.leftBtn.node.on(cc.Node.EventType.TOUCH_START, function(e) {}),<br>
e.leftBtn.node.on(cc.Node.EventType.TOUCH_END, function(e) {<br>
c.GAME_OVER_BOOL = !0,<br>
c.gameScore = 0,<br>
o.loadingScene(&quot;MainGameScene&quot;)<br>
}),<br>
e.rightBtn.node.on(cc.Node.EventType.TOUCH_START, function(e) {}),<br>
e.rightBtn.node.on(cc.Node.EventType.TOUCH_END, function(t) {<br>
var n = null;<br>
n = null != e.rightBtnGameUrl &amp;&amp; &quot;&quot; != e.rightBtnGameUrl ? e.rightBtnGameUrl : e.tempArr[1],<br>
window.location.href = n<br>
})<br>
},<br>
getContentByScore: function(e, t) {<br>
var n = &quot;\u6211\u771f\u662f\u592a\u5389\u5bb3\uff0c\u5728&quot; + t + &quot;\u4e2d\u7adf\u7136\u5f97\u4e861\u5206\uff0c\u5168\u7403\u53ea\u67091\u4e2a\u4eba\u5f971\u5206\uff01&quot;<br>
, o = parseInt(.3 * this.standardScore)<br>
, c = parseInt(1.5 * this.standardScore)<br>
, a = parseInt(2.5 * this.standardScore)<br>
, i = parseInt(4 * this.standardScore);<br>
if (e &gt; 0 &amp;&amp; e &lt;= o)<br>
n = &quot;\u6211\u5728&quot; + t + &quot;\u4e2d\u5f97\u4e86&quot; + e + &quot;\u5206\uff0c\u771f\u662f\u592a\u68d2\u4e86\uff0c\u518d\u7ec3\u7ec3\u5c31\u80fd\u8fbe\u5230\u6e38\u5203\u6709\u4f59\u7684\u5883\u754c\uff01&quot;;<br>
else if (e &gt; o &amp;&amp; e &lt;= this.standardScore)<br>
n = &quot;\u6211\u5728&quot; + t + &quot;\u4e2d\u5f97\u4e86&quot; + e + &quot;\u5206\uff0c\u771f\u662f\u592a\u68d2\u4e86\uff0c\u518d\u7ec3\u7ec3\u5c31\u80fd\u8fbe\u5230\u6e38\u5203\u6709\u4f59\u7684\u5883\u754c\uff01&quot;;<br>
else if (e &gt; this.standardScore &amp;&amp; e &lt;= c) {<br>
n = &quot;\u6211\u5728&quot; + t + &quot;\u4e2d\u5f97\u4e86&quot; + e + &quot;\u5206\uff0c\u51fb\u8d25\u4e86\u5168\u7403&quot; + (Math.floor(12 * (e - this.standardScore) / (c - this.standardScore)) + 80) + &quot;%\u7684\u73a9\u5bb6\uff0c\u8fdb\u5165\u4e86\u4fe1\u624b\u62c8\u6765\u7684\u5883\u754c\uff01&quot;<br>
} else if (e &gt; c &amp;&amp; e &lt;= a) {<br>
n = &quot;\u6211\u5728&quot; + t + &quot;\u4e2d\u5f97\u4e86&quot; + e + &quot;\u5206\uff0c\u51fb\u8d25\u4e86\u5168\u7403&quot; + (Math.floor(7 * (e - c) / (a - c)) + 92) + &quot;%\u7684\u73a9\u5bb6\uff0c\u8fdb\u5165\u4e86\u8fd0\u7528\u81ea\u5982\u7684\u5883\u754c\uff01&quot;<br>
} else if (e &gt; a &amp;&amp; e &lt;= i)<br>
n = &quot;\u6211\u5728&quot; + t + &quot;\u4e2d\u5f97\u4e86&quot; + e + &quot;\u5206\uff0c\u51fb\u8d25\u4e86\u5168\u740399%\u7684\u73a9\u5bb6\uff0c\u8fbe\u5230\u4e86\u884c\u4e91\u6d41\u6c34\u7684\u5883\u754c\uff01&quot;;<br>
else if (e &gt; i &amp;&amp; e &lt; this.game_max_score) {<br>
n = &quot;\u6211\u5728&quot; + t + &quot;\u4e2d\u5f97\u4e86&quot; + e + &quot;\u5206\uff0c\u636e\u8bf4\u5168\u7403\u53ea\u6709 &quot; + (20 - Math.ceil(17 * (e - i) / (this.game_max_score - i))) + &quot;\u4e2a\u4eba\u8fbe\u5230\u8fd9\u4e2a\u6c34\u5e73\uff0c\u72ec\u5b64\u6c42\u8d25\uff01&quot;<br>
} else<br>
e &gt;= this.game_max_score &amp;&amp; (n = &quot;\u6211\u5728&quot; + t + &quot;\u4e2d\u5f97\u4e86&quot; + e + &quot;\u5206\uff0c\u8d85\u8d8a\u4e86\u72ec\u5b64\u6c42\u8d25\uff0c\u5fc3\u6709\u7075\u7280\uff01&quot;);<br>
return n<br>
},<br>
strlen: function(e) {<br>
for (var t = 0, n = 0; n &lt; e.length; n++) {<br>
var o = e.charCodeAt(n);<br>
o &gt;= 1 &amp;&amp; o &lt;= 126 || 65376 &lt;= o &amp;&amp; o &lt;= 65439 ? t++ : t += 2<br>
}<br>
return t<br>
},<br>
getContentByScore2: function(e, t) {<br>
var n = &quot;I'm awesome\uff0cin&quot; + t + &quot;get 0 score\uff0conly one person in the world has a 0\uff01&quot;<br>
, o = parseInt(.3 * this.standardScore)<br>
, c = parseInt(1.5 * this.standardScore)<br>
, a = parseInt(2.5 * this.standardScore)<br>
, i = parseInt(4 * this.standardScore);<br>
if (e &gt;= this.game_max_score)<br>
n = &quot;I got &quot; + e + &quot; points in the game, defeating all players worldwide, waiting for you to fight!&quot;;<br>
else if (e &gt; 0 &amp;&amp; e &lt;= o)<br>
n = &quot;I got &quot; + e + &quot; points in the game, really great\uff01&quot;;<br>
else if (e &gt; o &amp;&amp; e &lt;= this.standardScore)<br>
n = &quot;I got &quot; + e + &quot; points in the game, really great\uff01&quot;;<br>
else if (e &gt; this.standardScore &amp;&amp; e &lt;= c) {<br>
n = &quot;I got in the game in &quot; + e + &quot; points, beating out &quot; + (Math.floor(12 * (e - this.standardScore) / (c - this.standardScore)) + 80) + &quot;% of global players\uff01&quot;<br>
} else if (e &gt; c &amp;&amp; e &lt;= a) {<br>
n = &quot;I got in the game in &quot; + e + &quot; points, beating out &quot; + (Math.floor(7 * (e - c) / (a - c)) + 92) + &quot;% of global players\uff01&quot;<br>
} else if (e &gt; a &amp;&amp; e &lt;= i)<br>
n = &quot;I got in the game in &quot; + e + &quot; points, beating out 99% of global players\uff01&quot;;<br>
else if (e &gt; i &amp;&amp; e &lt; this.game_max_score) {<br>
n = &quot;I got &quot; + e + &quot; points in the game, it said to be the world's only &quot; + (20 - Math.ceil(17 * (e - i) / (this.game_max_score - i))) + &quot; people to reach this level! Have you?&quot;<br>
}<br>
return n<br>
},<br>
start: function() {}<br>
}),<br>
cc._RF.pop()<br>
}<br>
, {<br>
GameConfig: &quot;GameConfig&quot;,<br>
GameUiTools: &quot;GameUiTools&quot;,<br>
MainManage: &quot;MainManage&quot;<br>
}],<br>
linkHttpIconJs: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
cc._RF.push(t, &quot;95474fr0oNDP7SAidILF03q&quot;, &quot;linkHttpIconJs&quot;);<br>
var o = e(&quot;MainManage&quot;)<br>
, c = e(&quot;GameConfig&quot;);<br>
cc.Class({<br>
extends: cc.Component,<br>
properties: {<br>
iconSpr: cc.Node,<br>
iconSpr1: cc.Node<br>
},<br>
onLoad: function() {<br>
if (this._imageArr = [],<br>
this.stopUpdateBool = !0,<br>
this.gameWidth = cc.winSize.width,<br>
this.gameHeight = cc.winSize.height,<br>
null != o.recGameData &amp;&amp; &quot;&quot; != o.recGameData &amp;&amp; null != o.recGameimg1 &amp;&amp; &quot;&quot; != o.recGameimg1) {<br>
var e = 50 - this.gameWidth / 2<br>
, t = this.gameHeight - 50 - this.gameHeight / 2;<br>
null != o.recGamePos &amp;&amp; &quot;&quot; != o.recGamePos &amp;&amp; (1 == o.recGamePos ? (e = 50 - this.gameWidth / 2,<br>
t = this.gameHeight - 50 - this.gameHeight / 2) : 2 == o.recGamePos ? (e = this.gameWidth - 50 - this.gameWidth / 2,<br>
t = this.gameHeight - 50 - this.gameHeight / 2) : 3 == o.recGamePos ? (e = this.gameWidth - 50 - this.gameWidth / 2,<br>
t = 50 - this.gameHeight / 2) : 4 == o.recGamePos &amp;&amp; (e = 50 - this.gameWidth / 2,<br>
t = 50 - this.gameHeight / 2));<br>
var n = o.recGameimg1<br>
, c = o.recGameimg2<br>
, a = this.iconSpr<br>
, i = this.iconSpr1<br>
, r = this;<br>
cc.loader.load(n, function(n, o) {<br>
a.getComponent(cc.Sprite).spriteFrame = new cc.SpriteFrame(o),<br>
r.iconSpr.opacity = 0,<br>
r.iconSpr.x = e,<br>
r.iconSpr.y = t,<br>
r._imageArr.push(r.iconSpr)<br>
}),<br>
cc.loader.load(c, function(n, o) {<br>
i.getComponent(cc.Sprite).spriteFrame = new cc.SpriteFrame(o),<br>
r.iconSpr1.opacity = 0,<br>
r.iconSpr1.x = e,<br>
r.iconSpr1.y = t,<br>
r._imageArr.push(r.iconSpr1)<br>
})<br>
}<br>
this.addTouchEvents()<br>
},<br>
showLinkPic: function() {<br>
var e = 0<br>
, t = 0;<br>
e = null != o.recGameDelPau ? o.recGameDelPau : 6,<br>
cc.log(&quot;dMainManager.recGameDelPer&quot;, o.recGameDelPer),<br>
t = null != o.recGameDelPer ? o.recGameDelPer : .7,<br>
this._imageArr[0].opacity = 255,<br>
this._imageArr[0].runAction(cc.repeatForever(cc.sequence(cc.delayTime(e), cc.rotateBy(t, 0, 180), cc.callFunc(function() {<br>
this._imageArr[0].setRotation(0),<br>
this._imageArr[0].opacity = 0,<br>
this._imageArr[1].opacity = 255<br>
}, this), cc.delayTime(e), cc.callFunc(function() {<br>
this.flowerAction(this._imageArr[1], t)<br>
}, this), cc.delayTime(t), cc.callFunc(function() {<br>
this._imageArr[1].opacity = 0,<br>
this._imageArr[0].opacity = 255<br>
}, this))))<br>
},<br>
flowerAction: function(e, t) {<br>
e.runAction(cc.sequence(cc.rotateBy(t, 0, 180), cc.callFunc(function() {<br>
e.setRotation(0)<br>
})))<br>
},<br>
start: function() {},<br>
addTouchEvents: function() {<br>
var e = this<br>
, t = {<br>
event: cc.EventListener.TOUCH_ONE_BY_ONE,<br>
onTouchBegan: function(t, n) {<br>
var a = t.getLocation();<br>
if (e._imageArr.length &gt;= 2) {<br>
var i = Math.abs(a.x - e.gameWidth / 2 - e._imageArr[0].x)<br>
, r = Math.abs(a.y - e.gameHeight / 2 - e._imageArr[0].y);<br>
i &lt;= 30 &amp;&amp; r &lt;= 30 &amp;&amp; (c.noTouchBool = !1,<br>
null != o.recGameUrl &amp;&amp; &quot;&quot; != o.recGameUrl &amp;&amp; (e._imageArr[0].runAction(cc.sequence(cc.scaleTo(.1, .8), cc.scaleTo(.1, 1), cc.callFunc(function() {<br>
window.location.href = o.recGameUrl<br>
}))),<br>
e._imageArr[1].runAction(cc.sequence(cc.scaleTo(.1, .8), cc.scaleTo(.1, 1)))),<br>
console.log(&quot;touchLinkHttp&quot;))<br>
}<br>
return !0<br>
},<br>
onTouchMoved: function(e, t) {},<br>
onTouchEnded: function(e, t) {}<br>
};<br>
cc.EventTarget.call(t, e.node)<br>
},<br>
update: function(e) {<br>
this.stopUpdateBool &amp;&amp; this._imageArr.length &gt;= 2 &amp;&amp; (this.stopUpdateBool = !1,<br>
this.showLinkPic())<br>
}<br>
}),<br>
cc._RF.pop()<br>
}<br>
, {<br>
GameConfig: &quot;GameConfig&quot;,<br>
MainManage: &quot;MainManage&quot;<br>
}],<br>
peaCannonAI: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
cc._RF.push(t, &quot;f8545atw1JIMK0v/hcNWns0&quot;, &quot;peaCannonAI&quot;);<br>
var o = this &amp;&amp; this.__extends || function() {<br>
var e = function(t, n) {<br>
return (e = Object.setPrototypeOf || {<br>
__proto__: []<br>
}instanceof Array &amp;&amp; function(e, t) {<br>
e.__proto__ = t<br>
}<br>
|| function(e, t) {<br>
for (var n in t)<br>
t.hasOwnProperty(n) &amp;&amp; (e[n] = t[n])<br>
}<br>
)(t, n)<br>
};<br>
return function(t, n) {<br>
function o() {<br>
this.constructor = t<br>
}<br>
e(t, n),<br>
t.prototype = null === n ? Object.create(n) : (o.prototype = n.prototype,<br>
new o)<br>
}<br>
}()<br>
, c = this &amp;&amp; this.__decorate || function(e, t, n, o) {<br>
var c, a = arguments.length, i = a &lt; 3 ? t : null === o ? o = Object.getOwnPropertyDescriptor(t, n) : o;<br>
if (&quot;object&quot; == typeof Reflect &amp;&amp; &quot;function&quot; == typeof Reflect.decorate)<br>
i = Reflect.decorate(e, t, n, o);<br>
else<br>
for (var r = e.length - 1; r &gt;= 0; r--)<br>
(c = e[r]) &amp;&amp; (i = (a &lt; 3 ? c(i) : a &gt; 3 ? c(t, n, i) : c(t, n)) || i);<br>
return a &gt; 3 &amp;&amp; i &amp;&amp; Object.defineProperty(t, n, i),<br>
i<br>
}<br>
;<br>
Object.defineProperty(n, &quot;__esModule&quot;, {<br>
value: !0<br>
});<br>
var a = e(&quot;../Common/Utils&quot;)<br>
, i = e(&quot;../common/PlayerInfo&quot;)<br>
, r = e(&quot;../Common/PoolManager&quot;)<br>
, s = e(&quot;./GameFunction&quot;)<br>
, l = e(&quot;./MainGameUi&quot;)<br>
, u = e(&quot;./AudioManager&quot;)<br>
, d = cc._decorator<br>
, p = d.ccclass<br>
, f = d.property<br>
, h = function(e) {<br>
function t() {<br>
var t = null !== e &amp;&amp; e.apply(this, arguments) || this;<br>
return t.shellNode = null,<br>
t.player = null,<br>
t.shootInter = 2,<br>
t.shootTime = 0,<br>
t.cannonNumber = 0,<br>
t.peaSuiPre = null,<br>
t<br>
}<br>
return o(t, e),<br>
t.prototype.start = function() {<br>
this.shellNode = cc.find(&quot;Canvas/shellNode&quot;),<br>
this.player = cc.find(&quot;Canvas/playerNode/player&quot;),<br>
this.node.scale = .7<br>
}<br>
,<br>
t.prototype.update = function(e) {<br>
if (i.default.GameUpdateCtrl) {<br>
var t = this.player.position.sub(this.node.position).normalize()<br>
, n = a.default.vectorsToDegress(t);<br>
this.node.angle = -n,<br>
this.shootTime += e,<br>
this.shootTime &gt;= this.shootInter &amp;&amp; (this.shootShell(),<br>
this.shootTime = 0)<br>
}<br>
}<br>
,<br>
t.prototype.shootShell = function() {<br>
this.node.runAction(cc.sequence(cc.scaleTo(.1, .7, .5), cc.scaleTo(.1, .7, .7)));<br>
var e = r.default.Spawn(&quot;shell&quot;, this.shellNode);<br>
e.getComponent(&quot;shellData&quot;).shellLife = 2,<br>
e.position = this.node.position,<br>
e.opacity = 255,<br>
e.scale = .1,<br>
e.active = !0,<br>
u.default.Instance.Play(0, !1, 1);<br>
var t = this.player.position.sub(e.position).normalize();<br>
e.runAction(cc.scaleTo(.2, .5)),<br>
e.runAction(cc.sequence(cc.moveBy(10, 2e3 * t.x, 2e3 * t.y), cc.callFunc(function() {<br>
r.default.Despawn(&quot;shell&quot;, e)<br>
}))),<br>
e.runAction(cc.repeatForever(cc.rotateBy(3, 1080)))<br>
}<br>
,<br>
t.prototype.onCollisionEnter = function(e, t) {<br>
&quot;shell&quot; == e.node.group &amp;&amp; 2 == e.node.getComponent(&quot;shellData&quot;).shellLife ? e.node.getComponent(&quot;shellData&quot;).shellLife -= 1 : &quot;shell&quot; == e.node.group &amp;&amp; 1 == e.node.getComponent(&quot;shellData&quot;).shellLife &amp;&amp; (u.default.Instance.Play(2, !1, 1),<br>
t.node.active = !1,<br>
s.default.Instance.cannonNodeArr[this.cannonNumber] = 0,<br>
this.createCannonSui(t.node),<br>
e.node.stopAllActions(),<br>
i.default.score += 10,<br>
l.default.Instance.SetScoreTween(i.default.score),<br>
r.default.Despawn(&quot;shell&quot;, e.node),<br>
r.default.Despawn(&quot;peaCannon&quot;, t.node))<br>
}<br>
,<br>
t.prototype.onCollisionStay = function(e, t) {}<br>
,<br>
t.prototype.onCollisionExit = function(e, t) {}<br>
,<br>
t.prototype.createCannonSui = function(e) {<br>
var t = cc.instantiate(this.peaSuiPre);<br>
t.parent = cc.find(&quot;Canvas/targetBoomNode&quot;),<br>
t.position = e.position,<br>
t.scale = e.scale,<br>
t.angle = e.angle;<br>
for (var n = 0; n &lt; t.children.length; n++)<br>
t.children[n].runAction(cc.sequence(cc.spawn(cc.moveBy(.25, a.default.RandomInteger(-70, 70), a.default.RandomInteger(-70, 70)), cc.rotateBy(.5, a.default.RandomInteger(-360, 360))), cc.fadeOut(1), cc.callFunc(function() {<br>
t.destroy()<br>
})))<br>
}<br>
,<br>
c([f(cc.Prefab)], t.prototype, &quot;peaSuiPre&quot;, void 0),<br>
t = c([p], t)<br>
}(cc.Component);<br>
n.default = h,<br>
cc._RF.pop()<br>
}<br>
, {<br>
&quot;../Common/PoolManager&quot;: &quot;PoolManager&quot;,<br>
&quot;../Common/Utils&quot;: &quot;Utils&quot;,<br>
&quot;../common/PlayerInfo&quot;: &quot;PlayerInfo&quot;,<br>
&quot;./AudioManager&quot;: &quot;AudioManager&quot;,<br>
&quot;./GameFunction&quot;: &quot;GameFunction&quot;,<br>
&quot;./MainGameUi&quot;: &quot;MainGameUi&quot;<br>
}],<br>
resArr: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
cc._RF.push(t, &quot;8a68e/WQz1Feo++msjg6z8R&quot;, &quot;resArr&quot;),<br>
cc.Class({<br>
extends: cc.Component,<br>
properties: {<br>
SpriteFrameArr: [cc.SpriteFrame],<br>
PrefabArr: [cc.Prefab],<br>
audiosArr: {<br>
type: cc.AudioClip,<br>
default: []<br>
}<br>
},<br>
onLoad: function() {<br>
void 0 != ToolsJs &amp;&amp; (ToolsJs.PrefabArrJs = this,<br>
ToolsJs.SpriteFrameJs = this,<br>
ToolsJs.AudioArrJs = this),<br>
this.addPrefabs(),<br>
this.addSpriteFrame(),<br>
this.audioClipDic = {};<br>
for (var e = 0; e &lt; this.audiosArr.length; e++) {<br>
var t = this.audiosArr[e];<br>
this.audioClipDic[t.name] = t<br>
}<br>
},<br>
playAudio: function(e) {<br>
var t = arguments.length &gt; 1 &amp;&amp; void 0 !== arguments[1] ? arguments[1] : .3<br>
, n = arguments.length &gt; 2 &amp;&amp; void 0 !== arguments[2] &amp;&amp; arguments[2];<br>
return null != this.audioClipDic[e] ? cc.audioEngine.play(this.audioClipDic[e], n, t) : (console.log(&quot;\u6ca1\u6709\u627e\u5230\u97f3\u9891\uff1a&quot; + e),<br>
null)<br>
},<br>
getAudioClip: function(e) {<br>
return null != this.audioClipDic[e] ? this.audioClipDic[e] : (console.log(&quot;\u6ca1\u6709\u627e\u5230\u97f3\u9891\uff1a&quot; + e),<br>
null)<br>
},<br>
addSpriteFrame: function() {<br>
this.spriteArr = {};<br>
for (var e = 0; e &lt; this.SpriteFrameArr.length; e++) {<br>
var t = this.SpriteFrameArr[e];<br>
null != t &amp;&amp; (this.spriteArr[t.name] = t)<br>
}<br>
},<br>
getSpriteFrame: function(e) {<br>
return null != this.spriteArr[e] ? this.spriteArr[e] : (console.log(&quot;\u6ca1\u6709\u6dfb\u52a0\u56fe\u7247\uff1a&quot; + e),<br>
null)<br>
},<br>
addPrefabs: function() {<br>
this.prefabsArr = {};<br>
for (var e = 0; e &lt; this.PrefabArr.length; e++) {<br>
var t = this.PrefabArr[e];<br>
this.prefabsArr[t.name] = t<br>
}<br>
},<br>
getPrefabs: function(e) {<br>
return null != this.prefabsArr[e] ? this.prefabsArr[e] : (console.log(&quot;\u6ca1\u6709\u9884\u5236\u4f53\uff1a&quot; + e),<br>
null)<br>
}<br>
}),<br>
cc._RF.pop()<br>
}<br>
, {}],<br>
startGameJs: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
cc._RF.push(t, &quot;280c3rsZJJKnZ9RqbALVwtK&quot;, &quot;startGameJs&quot;);<br>
var o = e(&quot;GameUiTools&quot;)<br>
, c = (e(&quot;HttpManagerJs&quot;),<br>
e(&quot;MainManage&quot;))<br>
, a = (e(&quot;LoadSceneJs&quot;),<br>
e(&quot;GameConfig&quot;));<br>
cc.Class({<br>
extends: cc.Component,<br>
properties: {<br>
showInfoT: cc.Label,<br>
startT: cc.Label<br>
},<br>
onLoad: function() {<br>
a.publicGameBool &amp;&amp; c.init(),<br>
this.showInfoT.string = c.gameInfoText,<br>
this.startT.string = c.txtStartText,<br>
this.node.on(&quot;touchend&quot;, function(e) {<br>
this.node.x = -2e3<br>
}, this)<br>
},<br>
addTouchEvents: function() {<br>
var e = {<br>
event: cc.EventListener.TOUCH_ONE_BY_ONE,<br>
onTouchBegan: function(e, t) {<br>
return o.loadingScene(&quot;MainGameScene&quot;),<br>
!0<br>
},<br>
onTouchMoved: function(e, t) {},<br>
onTouchEnded: function(e, t) {}<br>
};<br>
cc.eventManager.addListener(e, this.node)<br>
},<br>
update: function(e) {}<br>
}),<br>
cc._RF.pop()<br>
}<br>
, {<br>
GameConfig: &quot;GameConfig&quot;,<br>
GameUiTools: &quot;GameUiTools&quot;,<br>
HttpManagerJs: &quot;HttpManagerJs&quot;,<br>
LoadSceneJs: &quot;LoadSceneJs&quot;,<br>
MainManage: &quot;MainManage&quot;<br>
}],<br>
startPanel: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
cc._RF.push(t, &quot;d42d3uJR2RCPLKQIl417E7S&quot;, &quot;startPanel&quot;);<br>
var o = this &amp;&amp; this.__extends || function() {<br>
var e = function(t, n) {<br>
return (e = Object.setPrototypeOf || {<br>
__proto__: []<br>
}instanceof Array &amp;&amp; function(e, t) {<br>
e.__proto__ = t<br>
}<br>
|| function(e, t) {<br>
for (var n in t)<br>
t.hasOwnProperty(n) &amp;&amp; (e[n] = t[n])<br>
}<br>
)(t, n)<br>
};<br>
return function(t, n) {<br>
function o() {<br>
this.constructor = t<br>
}<br>
e(t, n),<br>
t.prototype = null === n ? Object.create(n) : (o.prototype = n.prototype,<br>
new o)<br>
}<br>
}()<br>
, c = this &amp;&amp; this.__decorate || function(e, t, n, o) {<br>
var c, a = arguments.length, i = a &lt; 3 ? t : null === o ? o = Object.getOwnPropertyDescriptor(t, n) : o;<br>
if (&quot;object&quot; == typeof Reflect &amp;&amp; &quot;function&quot; == typeof Reflect.decorate)<br>
i = Reflect.decorate(e, t, n, o);<br>
else<br>
for (var r = e.length - 1; r &gt;= 0; r--)<br>
(c = e[r]) &amp;&amp; (i = (a &lt; 3 ? c(i) : a &gt; 3 ? c(t, n, i) : c(t, n)) || i);<br>
return a &gt; 3 &amp;&amp; i &amp;&amp; Object.defineProperty(t, n, i),<br>
i<br>
}<br>
;<br>
Object.defineProperty(n, &quot;__esModule&quot;, {<br>
value: !0<br>
});<br>
var a = e(&quot;../Common/Utils&quot;)<br>
, i = e(&quot;../commonJs/GameConfig&quot;)<br>
, r = cc._decorator<br>
, s = r.ccclass<br>
, l = r.property<br>
, u = function(e) {<br>
function t() {<br>
var t = null !== e &amp;&amp; e.apply(this, arguments) || this;<br>
return t.startPanel = null,<br>
t.titleSpr = null,<br>
t.startBtn = null,<br>
t.title = [],<br>
t<br>
}<br>
return o(t, e),<br>
t.prototype.onLoad = function() {<br>
this.startPanel.setContentSize(cc.winSize.width, cc.winSize.height),<br>
this.startPanel.children[0].setContentSize(cc.winSize.width, cc.winSize.height),<br>
this.startPanel.children[0].children[0].setContentSize(cc.winSize.width, cc.winSize.height)<br>
}<br>
,<br>
t.prototype.start = function() {<br>
this.startPanel.children[1].scaleX = 0,<br>
this.startPanel.children[1].runAction(cc.scaleTo(.5, .9).easing(cc.easeBackOut())),<br>
this.startPanel.children[2].runAction(cc.repeatForever(cc.sequence(cc.scaleTo(.5, 1.1), cc.scaleTo(.5, 1), cc.delayTime(.5)))),<br>
this.initTitle(),<br>
cc.director.preloadScene(&quot;MainGameScene&quot;)<br>
}<br>
,<br>
t.prototype.StartGame = function() {<br>
i.publicGameBool || adBreak({<br>
type: &quot;next&quot;,<br>
name: &quot;restart-game&quot;<br>
}),<br>
this.startBtn.stopAllActions(),<br>
this.startBtn.runAction(cc.sequence(cc.scaleTo(.1, .8), cc.scaleTo(.1, 1), cc.callFunc(function() {<br>
cc.director.loadScene(&quot;MainGameScene&quot;)<br>
})))<br>
}<br>
,<br>
t.prototype.initTitle = function() {<br>
var e = a.default.returnCurrentLanType();<br>
1 != e &amp;&amp; (this.titleSpr.getComponent(cc.Sprite).spriteFrame = this.title[e - 1]),<br>
this.initTitleAni()<br>
}<br>
,<br>
t.prototype.initTitleAni = function() {<br>
for (var e = 0; e &lt; this.titleSpr.children.length; e++) {<br>
var t = this.titleSpr.children[e]<br>
, n = Math.random() &gt;= .5 ? 8 : -8<br>
, o = .8 + .3 * Math.random();<br>
t.runAction(cc.sequence(cc.skewBy(o, n, 0), cc.skewBy(o, -n, 0), cc.skewBy(o, -n, 0), cc.skewBy(o, n, 0)).repeatForever())<br>
}<br>
}<br>
,<br>
c([l(cc.Node)], t.prototype, &quot;startPanel&quot;, void 0),<br>
c([l(cc.Node)], t.prototype, &quot;titleSpr&quot;, void 0),<br>
c([l(cc.Node)], t.prototype, &quot;startBtn&quot;, void 0),<br>
c([l(cc.SpriteFrame)], t.prototype, &quot;title&quot;, void 0),<br>
t = c([s], t)<br>
}(cc.Component);<br>
n.default = u,<br>
cc._RF.pop()<br>
}<br>
, {<br>
&quot;../Common/Utils&quot;: &quot;Utils&quot;,<br>
&quot;../commonJs/GameConfig&quot;: &quot;GameConfig&quot;<br>
}],<br>
&quot;use_v2.1.x_cc.Action&quot;: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
cc._RF.push(t, &quot;ce2acozQx1Dq7kOhKg5RkBi&quot;, &quot;use_v2.1.x_cc.Action&quot;),<br>
cc.macro.ROTATE_ACTION_CCW = !0,<br>
cc._RF.pop()<br>
}<br>
, {}],<br>
wineObsmove: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
cc._RF.push(t, &quot;589ae7WabhNKbjjj1cMrAIM&quot;, &quot;wineObsmove&quot;);<br>
var o = this &amp;&amp; this.__extends || function() {<br>
var e = function(t, n) {<br>
return (e = Object.setPrototypeOf || {<br>
__proto__: []<br>
}instanceof Array &amp;&amp; function(e, t) {<br>
e.__proto__ = t<br>
}<br>
|| function(e, t) {<br>
for (var n in t)<br>
t.hasOwnProperty(n) &amp;&amp; (e[n] = t[n])<br>
}<br>
)(t, n)<br>
};<br>
return function(t, n) {<br>
function o() {<br>
this.constructor = t<br>
}<br>
e(t, n),<br>
t.prototype = null === n ? Object.create(n) : (o.prototype = n.prototype,<br>
new o)<br>
}<br>
}()<br>
, c = this &amp;&amp; this.__decorate || function(e, t, n, o) {<br>
var c, a = arguments.length, i = a &lt; 3 ? t : null === o ? o = Object.getOwnPropertyDescriptor(t, n) : o;<br>
if (&quot;object&quot; == typeof Reflect &amp;&amp; &quot;function&quot; == typeof Reflect.decorate)<br>
i = Reflect.decorate(e, t, n, o);<br>
else<br>
for (var r = e.length - 1; r &gt;= 0; r--)<br>
(c = e[r]) &amp;&amp; (i = (a &lt; 3 ? c(i) : a &gt; 3 ? c(t, n, i) : c(t, n)) || i);<br>
return a &gt; 3 &amp;&amp; i &amp;&amp; Object.defineProperty(t, n, i),<br>
i<br>
}<br>
;<br>
Object.defineProperty(n, &quot;__esModule&quot;, {<br>
value: !0<br>
});<br>
var a = e(&quot;./GameFunction&quot;)<br>
, i = cc._decorator<br>
, r = i.ccclass<br>
, s = (i.property,<br>
function(e) {<br>
function t() {<br>
var t = null !== e &amp;&amp; e.apply(this, arguments) || this;<br>
return t.isMove = !1,<br>
t<br>
}<br>
return o(t, e),<br>
t.prototype.onLoad = function() {}<br>
,<br>
t.prototype.update = function(e) {<br>
this.isMove &amp;&amp; (this.node.x += a.default.Instance.lvdaiSpeed)<br>
}<br>
,<br>
t = c([r], t)<br>
}(cc.Component));<br>
n.default = s,<br>
cc._RF.pop()<br>
}<br>
, {<br>
&quot;./GameFunction&quot;: &quot;GameFunction&quot;<br>
}],<br>
winerCollision: [function(e, t, n) {<br>
&quot;use strict&quot;;<br>
cc._RF.push(t, &quot;3ea89nQCdpP9II/GHC3tXOf&quot;, &quot;winerCollision&quot;);<br>
var o = this &amp;&amp; this.__extends || function() {<br>
var e = function(t, n) {<br>
return (e = Object.setPrototypeOf || {<br>
__proto__: []<br>
}instanceof Array &amp;&amp; function(e, t) {<br>
e.__proto__ = t<br>
}<br>
|| function(e, t) {<br>
for (var n in t)<br>
t.hasOwnProperty(n) &amp;&amp; (e[n] = t[n])<br>
}<br>
)(t, n)<br>
};<br>
return function(t, n) {<br>
function o() {<br>
this.constructor = t<br>
}<br>
e(t, n),<br>
t.prototype = null === n ? Object.create(n) : (o.prototype = n.prototype,<br>
new o)<br>
}<br>
}()<br>
, c = this &amp;&amp; this.__decorate || function(e, t, n, o) {<br>
var c, a = arguments.length, i = a &lt; 3 ? t : null === o ? o = Object.getOwnPropertyDescriptor(t, n) : o;<br>
if (&quot;object&quot; == typeof Reflect &amp;&amp; &quot;function&quot; == typeof Reflect.decorate)<br>
i = Reflect.decorate(e, t, n, o);<br>
else<br>
for (var r = e.length - 1; r &gt;= 0; r--)<br>
(c = e[r]) &amp;&amp; (i = (a &lt; 3 ? c(i) : a &gt; 3 ? c(t, n, i) : c(t, n)) || i);<br>
return a &gt; 3 &amp;&amp; i &amp;&amp; Object.defineProperty(t, n, i),<br>
i<br>
}<br>
;<br>
Object.defineProperty(n, &quot;__esModule&quot;, {<br>
value: !0<br>
});<br>
var a = e(&quot;../common/PlayerInfo&quot;)<br>
, i = e(&quot;../Common/PoolManager&quot;)<br>
, r = e(&quot;../Common/Utils&quot;)<br>
, s = e(&quot;./AudioManager&quot;)<br>
, l = e(&quot;./GameFunction&quot;)<br>
, u = e(&quot;./GameManager&quot;)<br>
, d = cc._decorator<br>
, p = d.ccclass<br>
, f = d.property<br>
, h = function(e) {<br>
function t() {<br>
var t = null !== e &amp;&amp; e.apply(this, arguments) || this;<br>
return t.wineType = 0,<br>
t.isMove = !1,<br>
t.wineColorStr1 = [],<br>
t.wineColorStr2 = [],<br>
t<br>
}<br>
return o(t, e),<br>
t.prototype.onLoad = function() {<br>
this.wineColorStr1.push(&quot;eba51f&quot;, &quot;eba51f&quot;, &quot;eba51f&quot;, &quot;eba51f&quot;, &quot;87c5ff&quot;, &quot;87c5ff&quot;, &quot;87c5ff&quot;, &quot;87c5ff&quot;, &quot;87c5ff&quot;, &quot;87c5ff&quot;),<br>
this.wineColorStr2.push(&quot;fed74a&quot;, &quot;fed74a&quot;, &quot;fed74a&quot;, &quot;fed74a&quot;, &quot;b7fbff&quot;, &quot;b7fbff&quot;, &quot;b7fbff&quot;, &quot;b7fbff&quot;, &quot;b7fbff&quot;, &quot;b7fbff&quot;)<br>
}<br>
,<br>
t.prototype.start = function() {}<br>
,<br>
t.prototype.update = function(e) {<br>
this.isMove &amp;&amp; (this.node.x += l.default.Instance.lvdaiSpeed),<br>
this.node.x &gt;= 500 &amp;&amp; i.default.Despawn(this.node.name, this.node)<br>
}<br>
,<br>
t.prototype.onCollisionEnter = function(e, t) {<br>
&quot;wine&quot; == e.node.group &amp;&amp; (this.createWineSa(t.node),<br>
this.createWineSuiPian(t.node),<br>
t.node.active = !1,<br>
a.default.playerTouch &amp;&amp; (u.default.Instance.ToEnd(),<br>
a.default.playerTouch = !1))<br>
}<br>
,<br>
t.prototype.createWineSuiPian = function(e) {<br>
s.default.Instance.Play(0, !1, 1);<br>
var t = i.default.Spawn(e.name.concat(&quot;SP&quot;), cc.find(&quot;Canvas/targetWineNodeQ&quot;));<br>
t.position = e.position,<br>
t.angle = e.angle,<br>
t.scale = e.scale;<br>
for (var n = 0; n &lt; t.children.length; n++)<br>
t.children[n].runAction(cc.spawn(cc.sequence(cc.jumpBy(1, r.default.RandomInteger(-500, 50), r.default.RandomInteger(-2e3, -1600), 500, 1), cc.fadeOut(.5)), cc.rotateBy(1, r.default.RandomInteger(-860, 860))))<br>
}<br>
,<br>
t.prototype.createWineSa = function(e) {<br>
for (var t = r.default.RandomInteger(35, 40), n = 0; n &lt; t / 2; n++) {<br>
(o = i.default.Spawn(&quot;juicePre&quot;, cc.find(&quot;Canvas/upEffectParent&quot;))).color = (new cc.Color).fromHEX(this.wineColorStr1[this.wineType - 1]),<br>
o.position = e.position,<br>
o.scale = .5,<br>
o.runAction(cc.spawn(cc.jumpBy(1, r.default.RandomInteger(-300, 50), r.default.RandomInteger(-400, -200), r.default.RandomInteger(100, 150), 1), cc.fadeOut(1)))<br>
}<br>
for (n = 0; n &lt; t / 2; n++) {<br>
var o;<br>
(o = i.default.Spawn(&quot;juicePre&quot;, cc.find(&quot;Canvas/upEffectParent&quot;))).color = (new cc.Color).fromHEX(this.wineColorStr2[this.wineType - 1]),<br>
o.position = e.position,<br>
o.scale = .5,<br>
o.runAction(cc.spawn(cc.jumpBy(1, r.default.RandomInteger(-300, 50), r.default.RandomInteger(-400, -200), r.default.RandomInteger(100, 150), 1), cc.fadeOut(1)))<br>
}<br>
}<br>
,<br>
c([f()], t.prototype, &quot;wineType&quot;, void 0),<br>
t = c([p], t)<br>
}(cc.Component);<br>
n.default = h,<br>
cc._RF.pop()<br>
}<br>
, {<br>
&quot;../Common/PoolManager&quot;: &quot;PoolManager&quot;,<br>
&quot;../Common/Utils&quot;: &quot;Utils&quot;,<br>
&quot;../common/PlayerInfo&quot;: &quot;PlayerInfo&quot;,<br>
&quot;./AudioManager&quot;: &quot;AudioManager&quot;,<br>
&quot;./GameFunction&quot;: &quot;GameFunction&quot;,<br>
&quot;./GameManager&quot;: &quot;GameManager&quot;<br>
}]<br>
}, {}, [&quot;HttpManagerJs&quot;, &quot;LanguageSetJs&quot;, &quot;LoadSceneJs&quot;, &quot;AniTools&quot;, &quot;MainGameJS&quot;, &quot;ToolsJs&quot;, &quot;resArr&quot;, &quot;MainManage&quot;, &quot;AddScore&quot;, &quot;AdjusWithHeight&quot;, &quot;AudioManager&quot;, &quot;AutoDestroy&quot;, &quot;DataManager&quot;, &quot;EffectCenter&quot;, &quot;FailedUi&quot;, &quot;GameFunction&quot;, &quot;GameManager&quot;, &quot;InputController&quot;, &quot;KnifeCollision&quot;, &quot;MainGameUi&quot;, &quot;NewAttribute&quot;, &quot;PhysicsParticle&quot;, &quot;Rocker&quot;, &quot;RotateAround&quot;, &quot;Stack&quot;, &quot;WallUpdate&quot;, &quot;fruitData&quot;, &quot;peaCannonAI&quot;, &quot;startPanel&quot;, &quot;wineObsmove&quot;, &quot;winerCollision&quot;, &quot;GameConfig&quot;, &quot;GameUiTools&quot;, &quot;DynamicLoad&quot;, &quot;EffectSprite&quot;, &quot;PlayerInfo&quot;, &quot;PoolManager&quot;, &quot;RandomFly&quot;, &quot;RenderWater&quot;, &quot;Shake&quot;, &quot;SpriteManager&quot;, &quot;Toast&quot;, &quot;Utils&quot;, &quot;bfPrefabJs&quot;, &quot;gameOverJs&quot;, &quot;linkHttpIconJs&quot;, &quot;startGameJs&quot;, &quot;use_v2.1.x_cc.Action&quot;]);
</body>
</html>
